Fix medical statemachine function calls

This commit is contained in:
SilentSpike 2018-05-08 11:12:01 +01:00
parent 697aa5dc08
commit a16721a1ea
7 changed files with 14 additions and 21 deletions

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@ -1,5 +1,3 @@
TRACE_1("",QUOTE(ADDON));
PREP(effectBleeding);
PREP(effectBloodVolume);
PREP(effectHeartBeat);

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@ -23,11 +23,11 @@ switch (true) do {
case (_heartRate > 160): {
// playSound SND_HEARBEAT_FAST; // Array doesn't blend together well, just play one file consistently
playSound "ACE_heartbeat_fast_1";
[DFUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute;
[FUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute;
};
case (_heartRate < 60): {
playSound SND_HEARBEAT_SLOW;
[DFUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute;
[FUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute;
};
default {

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@ -1,4 +1,3 @@
PREP(canOpenMenu);
PREP(openMenu);
PREP(onMenuOpen);

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@ -18,7 +18,3 @@ class CfgPatches {
#include "ui\menu.hpp"
#include "ACE_Settings.hpp"
#include "CfgVehicles.hpp"
class ACE_newEvents {
Medical_onMenuOpen = "ace_medicalMenuOpened";
};

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@ -5,7 +5,7 @@ class ACE_Medical_StateMachine {
skipNull = 1;
class Default {
onState = QUOTE(DFUNC(handleStateDefault));
onState = QFUNC(handleStateDefault);
class Injury {
targetState = "Injured";
events[] = {QGVAR(Injury)};
@ -24,7 +24,7 @@ class ACE_Medical_StateMachine {
};
};
class Injured {
onState = QUOTE(DFUNC(handleStateInjured));
onState = QFUNC(handleStateInjured);
class FullHeal {
targetState = "Default";
events[] = {QGVAR(FullHeal)};
@ -43,7 +43,7 @@ class ACE_Medical_StateMachine {
};
};
class Unconscious {
onState = QUOTE(DFUNC(handleStateUnconscious));
onState = QFUNC(handleStateUnconscious);
onStateEntered = QUOTE([ARR_2(_this,(true))] call FUNC(setUnconsciousStatemachine));
class DeathAI {
targetState = "Dead";
@ -67,7 +67,7 @@ class ACE_Medical_StateMachine {
class FatalInjury {
// Transition state for handling instant death
// This state raises the next transition in the same frame
onStateEntered = QUOTE(DFUNC(enteredStateFatalInjury));
onStateEntered = QFUNC(enteredStateFatalInjury);
class DeathAI {
events[] = {QGVAR(FatalInjuryInstantTransition)};
targetState = "Dead";
@ -77,7 +77,7 @@ class ACE_Medical_StateMachine {
events[] = {QGVAR(FatalInjuryInstantTransition)};
targetState = "CardiacArrest";
condition = QUOTE(GVAR(fatalInjuryCondition) > 0);
onTransition = QUOTE(DFUNC(transitionSecondChance));
onTransition = QFUNC(transitionSecondChance);
};
class Death {
events[] = {QGVAR(FatalInjuryInstantTransition)};
@ -86,15 +86,15 @@ class ACE_Medical_StateMachine {
};
};
class CardiacArrest {
onStateEntered = QUOTE(DFUNC(enteredStateCardiacArrest));
onStateLeaving = QUOTE(DFUNC(leftStateCardiacArrest));
onStateEntered = QFUNC(enteredStateCardiacArrest);
onStateLeaving = QFUNC(leftStateCardiacArrest);
class DeathAI {
targetState = "Dead";
condition = QUOTE(!isPlayer _this && {GVAR(fatalInjuryConditionAI)});
};
class Timeout {
targetState = "Dead";
condition = QUOTE(DFUNC(conditionCardiacArrestTimer));
condition = QEFUNC(medical,conditionCardiacArrestTimer);
};
class Reanimation {
targetState = "Unconscious";
@ -102,7 +102,7 @@ class ACE_Medical_StateMachine {
};
class Execution {
targetState = "Dead";
condition = QUOTE(DFUNC(conditionExecutionDeath));
condition = QEFUNC(medical,conditionExecutionDeath);
events[] = {QGVAR(FatalInjury)};
};
};

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@ -4,4 +4,4 @@ PREP(handleStateDefault);
PREP(handleStateInjured);
PREP(handleStateUnconscious);
PREP(leftStateCardiacArrest);
PREP(transitionStateSecondChance);
PREP(transitionSecondChance);

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Medical_Treatment">
<Key ID="STR_ACE_Medical_Treatment_allowLitterCreation">
@ -96,7 +96,7 @@
<English>How long should Medkit take to apply ?</English>
</Key>
<Key ID="STR_ACE_Medical_Treatment_MedkitTime_Description">
<English>How long should Medkit take to apply ? Use 0 for default (based on damage)</English>
<English>How long should Medkit take to apply ? Use 0 for default (based on damage)</English>
</Key>
</Package>
</Project>