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Medical Statemachine - Fix locality EH breaking current state (#7136)
* Medical Statemachine - Fix locality EH breaking current state * Handle Injured state * Update fnc_localityChangedEH.sqf
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@ -10,12 +10,6 @@ class Extended_PreInit_EventHandlers {
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};
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};
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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_postInit));
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};
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};
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class Extended_Respawn_EventHandlers {
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class Extended_Respawn_EventHandlers {
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class CAManBase {
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class CAManBase {
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class ADDON {
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class ADDON {
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@ -10,6 +10,5 @@ PREP(handleStateInjured);
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PREP(handleStateUnconscious);
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PREP(handleStateUnconscious);
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PREP(leftStateCardiacArrest);
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PREP(leftStateCardiacArrest);
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PREP(localityChangedEH);
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PREP(localityChangedEH);
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PREP(localityTransfer);
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PREP(resetStateDefault);
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PREP(resetStateDefault);
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PREP(transitionSecondChance);
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PREP(transitionSecondChance);
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@ -1,3 +0,0 @@
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#include "script_component.hpp"
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[QGVAR(localityTransfer), LINKFUNC(localityTransfer)] call CBA_fnc_addEventHandler;
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@ -1,7 +1,8 @@
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#include "script_component.hpp"
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#include "script_component.hpp"
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/*
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/*
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* Author: PabstMirror
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* Author: PabstMirror
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* Handles locality switch.
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* Handles locality switch. Will also be called at unit init.
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* Because state machine state is local only, when a unit transfers locality we need to manually transition to it's current state
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*
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*
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* Arguments:
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* Arguments:
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* 0: Unit <OBJECT>
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* 0: Unit <OBJECT>
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@ -19,15 +20,50 @@
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params ["_unit", "_isLocal"];
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params ["_unit", "_isLocal"];
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TRACE_2("localityChangedEH",_unit,_isLocal);
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TRACE_2("localityChangedEH",_unit,_isLocal);
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if (!alive _unit) exitWith {TRACE_1("dead", _this)};
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if (!alive _unit) exitWith {};
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if (!_isLocal) then {
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if (_isLocal) then {
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// If locality changed, broadcast the last medical state
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private _currentState = [_unit, EGVAR(medical,STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState;
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TRACE_1("local",_currentState);
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switch (true) do {
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case (IN_CRDC_ARRST(_unit)): {
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if (_currentState == "CardiacArrest") exitWith {};
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_unit setVariable [VAR_CRDC_ARRST, false]; // force reset vars so setCardiacArrest can run (enteredStateCardiacArrest will also be called)
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_unit setVariable [VAR_UNCON, false];
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TRACE_1("manually changing state to CardiacArrest",_currentState);
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[_unit, EGVAR(medical,STATE_MACHINE), _currentState, "CardiacArrest", {}, "LocalityChange"] call CBA_statemachine_fnc_manualTransition;
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};
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case (IS_UNCONSCIOUS(_unit)): {
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if (_currentState == "Unconscious") exitWith {};
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_unit setVariable [VAR_UNCON, false]; // force reset var so ace_medical_status_fnc_setUnconscious can run
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TRACE_1("manually changing state to Unconscious",_currentState);
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[_unit, EGVAR(medical,STATE_MACHINE), _currentState, "Unconscious", {}, "LocalityChange"] call CBA_statemachine_fnc_manualTransition;
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};
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case (IS_BLEEDING(_unit) || {IS_IN_PAIN(_unit)}): {
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if (_currentState == "Injured") exitWith {};
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TRACE_1("manually changing state to Injured",_currentState);
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[_unit, EGVAR(medical,STATE_MACHINE), _currentState, "Injured", {}, "LocalityChange"] call CBA_statemachine_fnc_manualTransition;
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};
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default {
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// If locality transfers back and forth, we could be in an old state and should transfer back to default
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if (_currentState == "Default") exitWith {};
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TRACE_1("manually changing state to Default",_currentState);
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[_unit, EGVAR(medical,STATE_MACHINE), _currentState, "Default", {}, "LocalityChange"] call CBA_statemachine_fnc_manualTransition;
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};
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};
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} else {
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/*
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// Not sure if this is even needed, idea is that on locality transfer we broadcast more up to date info
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private _lastTimeUpdated = _unit getVariable [QEGVAR(medical_vitals,lastTimeUpdated), 1e99];
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private _deltaT = CBA_missionTime - _lastTimeUpdated;
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TRACE_1("not local",_deltaT);
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if (_deltaT < 5) then {
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// If locality changed and we have recently updated vitals, broadcast globally now
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_unit setVariable [VAR_HEART_RATE, GET_HEART_RATE(_unit), true];
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_unit setVariable [VAR_HEART_RATE, GET_HEART_RATE(_unit), true];
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_unit setVariable [VAR_BLOOD_PRESS, _unit getVariable [VAR_BLOOD_PRESS, [80, 120]], true];
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_unit setVariable [VAR_BLOOD_PRESS, _unit getVariable [VAR_BLOOD_PRESS, [80, 120]], true];
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_unit setVariable [VAR_BLOOD_VOL, GET_BLOOD_VOLUME(_unit), true];
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_unit setVariable [VAR_BLOOD_VOL, GET_BLOOD_VOLUME(_unit), true];
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};
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private _currentState = [_unit, EGVAR(medical,STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState;
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*/
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TRACE_2("sending current state",_unit,_currentState);
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[QGVAR(localityTransfer), [_unit, _currentState], _unit] call CBA_fnc_targetEvent;
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};
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};
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@ -1,26 +0,0 @@
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#include "script_component.hpp"
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/*
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* Author: PabstMirror
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* Handles locality switch.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: State <STRING>
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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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* [player, "Injured"] call ace_medical_statemachine_fnc_localityTransfer
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*
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* Public: No
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*/
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params ["_unit", "_currentState"];
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TRACE_2("localityTransfer",_unit,_currentState);
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private _oldState = [_unit, EGVAR(medical,STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState;
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if (_oldState != _currentState) then {
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TRACE_2("changing state",_oldState,_currentState);
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[_unit, EGVAR(medical,STATE_MACHINE), _oldState, _currentState, {}, "LocalityChange"] call CBA_statemachine_fnc_manualTransition;
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};
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