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Medical Feedback - fix heart rate effect (#6927)
* Medical Fedback - fix heart rate effect and limit setVar for acre/tfar * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * Update XEH_postInit.sqf * use "task_force_radio"
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@ -24,10 +24,13 @@ GVAR(heartBeatEffectRunning) = false;
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if (_unit != ACE_player) exitWith {};
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// Toggle unconscious player's ability to talk in radio addons
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if (["task_force_radio"] call EFUNC(common,isModLoaded)) then {
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_unit setVariable ["tf_voiceVolume", [1, 0] select _unconscious, true];
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_unit setVariable ["tf_unable_to_use_radio", _unconscious]; // Only used locally
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};
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if (["acre_main"] call EFUNC(common,isModLoaded)) then {
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_unit setVariable ["acre_sys_core_isDisabled", _unconscious, true];
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};
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// Greatly reduce player's hearing ability while unconscious (affects radio addons)
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[QUOTE(ADDON), VOL_UNCONSCIOUS, _unconscious] call EFUNC(common,setHearingCapability);
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@ -40,22 +43,29 @@ GVAR(heartBeatEffectRunning) = false;
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params ["_unit"];
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if (_unit != ACE_player) exitWith {};
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if (["task_force_radio"] call EFUNC(common,isModLoaded)) then {
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_unit setVariable ["tf_voiceVolume", 1, true];
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_unit setVariable ["tf_unable_to_use_radio", false];
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};
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if (["acre_main"] call EFUNC(common,isModLoaded)) then {
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_unit setVariable ["acre_sys_core_isDisabled", false, true];
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};
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[QUOTE(ADDON), 1, false] call EFUNC(common,setHearingCapability);
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}] call CBA_fnc_addEventHandler;
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// Update effects to match new unit's current status (this also handles respawn)
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["unit", {
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params ["_new", "_old"];
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params ["_new"];
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private _status = _new getVariable ["ace_unconscious", false];
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if (["task_force_radio"] call EFUNC(common,isModLoaded)) then {
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_new setVariable ["tf_voiceVolume", [1, 0] select _status, true];
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_new setVariable ["tf_unable_to_use_radio", _status];
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};
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if (["acre_main"] call EFUNC(common,isModLoaded)) then {
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_new setVariable ["acre_sys_core_isDisabled", _status, true];
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};
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[QUOTE(ADDON), VOL_UNCONSCIOUS, _status] call EFUNC(common,setHearingCapability);
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[_status, 0] call FUNC(effectUnconscious);
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["unconscious", _status] call EFUNC(common,setDisableUserInputStatus);
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@ -4,18 +4,18 @@
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* Handles the hear beat sound.
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*
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* Arguments:
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* 0: Heart rate <NUMBER>
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* [120] call ace_medical_feedback_fnc_effectHeartBeat
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* [] call ace_medical_feedback_fnc_effectHeartBeat
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*
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* Public: No
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*/
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params ["_heartRate"];
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private _heartRate = GET_HEART_RATE(ACE_player);
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if (_heartRate == 0) exitWith {
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TRACE_1("Ending heart beat effect - zero",_heartRate);
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