Medical AI - Header fixes (#10140)

Header fixes for medical AI
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johnb432 2024-07-23 15:28:40 +02:00 committed by GitHub
parent 43c1f97dfa
commit cb3c18c2fb
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12 changed files with 20 additions and 18 deletions

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@ -2,6 +2,7 @@
["CBA_settingsInitialized", { ["CBA_settingsInitialized", {
TRACE_1("settingsInitialized",GVAR(enabledFor)); TRACE_1("settingsInitialized",GVAR(enabledFor));
if (GVAR(enabledFor) == 0) exitWith {}; // 0: disabled if (GVAR(enabledFor) == 0) exitWith {}; // 0: disabled
if ((GVAR(enabledFor) == 1) && {!isServer} && {hasInterface}) exitWith {}; // 1: Don't Run on non-hc Clients if ((GVAR(enabledFor) == 1) && {!isServer} && {hasInterface}) exitWith {}; // 1: Don't Run on non-hc Clients
@ -20,5 +21,4 @@
}] call CBA_fnc_addClassEventHandler; }] call CBA_fnc_addClassEventHandler;
#include "stateMachine.inc.sqf" #include "stateMachine.inc.sqf"
}] call CBA_fnc_addEventHandler; }] call CBA_fnc_addEventHandler;

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@ -13,6 +13,6 @@ if (isNil QGVAR(timeSafe_shoot)) then { GVAR(timeSafe_shoot) = 30; };
if (isNil QGVAR(timeSafe_hit)) then { GVAR(timeSafe_hit) = 30; }; if (isNil QGVAR(timeSafe_hit)) then { GVAR(timeSafe_hit) = 30; };
if (isNil QGVAR(timeSafe_suppressed)) then { GVAR(timeSafe_suppressed) = 30; }; if (isNil QGVAR(timeSafe_suppressed)) then { GVAR(timeSafe_suppressed) = 30; };
GVAR(itemHash) = uinamespace getVariable QGVAR(itemHash); GVAR(itemHash) = uiNamespace getVariable QGVAR(itemHash);
ADDON = true; ADDON = true;

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@ -4,13 +4,13 @@
* Checks if there is a medic available in the unit's group. * Checks if there is a medic available in the unit's group.
* *
* Arguments: * Arguments:
* None * Unit <OBJECT>
* *
* Return Value: * Return Value:
* Can request medic <BOOL> * Can request medic <BOOL>
* *
* Example: * Example:
* player call ACE_medical_ai_fnc_canRequestMedic * player call ace_medical_ai_fnc_canRequestMedic
* *
* Public: No * Public: No
*/ */

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@ -4,13 +4,13 @@
* Makes the unit heal itself. * Makes the unit heal itself.
* *
* Arguments: * Arguments:
* None * Unit <OBJECT>
* *
* Return Value: * Return Value:
* None * None
* *
* Example: * Example:
* call ACE_medical_ai_fnc_healSelf * cursorObject call ace_medical_ai_fnc_healSelf
* *
* Public: No * Public: No
*/ */

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@ -4,16 +4,17 @@
* Makes a medic heal the next unit that needs treatment. * Makes a medic heal the next unit that needs treatment.
* *
* Arguments: * Arguments:
* None * Unit <OBJECT>
* *
* Return Value: * Return Value:
* None * None
* *
* Example: * Example:
* call ACE_medical_ai_fnc_healUnit * cursorObject call ace_medical_ai_fnc_healUnit
* *
* Public: No * Public: No
*/ */
// Player will have to do this manually of course // Player will have to do this manually of course
if ([_this] call EFUNC(common,isPlayer)) exitWith {}; if ([_this] call EFUNC(common,isPlayer)) exitWith {};
// Can't heal other units when unconscious // Can't heal other units when unconscious

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@ -11,7 +11,7 @@
* Nothing * Nothing
* *
* Example: * Example:
* [a, b] call ACE_medical_ai_fnc_healingLogic * [cursorObject, cursorObject] call ace_medical_ai_fnc_healingLogic
* *
* Public: No * Public: No
*/ */

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@ -10,7 +10,7 @@
* Does unit need treatment <BOOL> * Does unit need treatment <BOOL>
* *
* Example: * Example:
* player call ACE_medical_ai_fnc_isInjured * cursorObject call ace_medical_ai_fnc_isInjured
* *
* Public: No * Public: No
*/ */

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@ -10,7 +10,7 @@
* Is unit safe enough <BOOL> * Is unit safe enough <BOOL>
* *
* Example: * Example:
* call ACE_medical_ai_fnc_isSafe * cursorObject call ace_medical_ai_fnc_isSafe
* *
* Public: No * Public: No
*/ */

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@ -1,7 +1,7 @@
#include "..\script_component.hpp" #include "..\script_component.hpp"
/* /*
* Author: PabstMirror * Author: PabstMirror
* Checks if AI healer has items * Checks if AI healer has items.
* *
* Arguments: * Arguments:
* 0: Healer <OBJECT> * 0: Healer <OBJECT>
@ -13,7 +13,7 @@
* 2: Treatment <STRING> (Optional) * 2: Treatment <STRING> (Optional)
* *
* Example: * Example:
* [cursorObject, "@bandage"] call ACE_medical_ai_fnc_itemCheck * [cursorObject, "@bandage"] call ace_medical_ai_fnc_itemCheck
* *
* Public: No * Public: No
*/ */

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@ -12,10 +12,11 @@
* None * None
* *
* Example: * Example:
* [bob, true, true] call ACE_medical_ai_fnc_playTreatmentAnim * [cursorObject, true, true] call ace_medical_ai_fnc_playTreatmentAnim
* *
* Public: No * Public: No
*/ */
params ["_unit", "_actionName", "_isSelfTreatment"]; params ["_unit", "_actionName", "_isSelfTreatment"];
TRACE_3("playTreatmentAnim",_unit,_actionName,_isSelfTreatment); TRACE_3("playTreatmentAnim",_unit,_actionName,_isSelfTreatment);

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@ -4,13 +4,13 @@
* Sends a request to the units assigned medic to heal it. * Sends a request to the units assigned medic to heal it.
* *
* Arguments: * Arguments:
* None * Unit <OBJECT>
* *
* Return Value: * Return Value:
* None * None
* *
* Example: * Example:
* call ACE_medical_ai_fnc_requestMedic * cursorObject call ace_medical_ai_fnc_requestMedic
* *
* Public: No * Public: No
*/ */

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@ -4,13 +4,13 @@
* Checks if the unit was requested to treat another unit. * Checks if the unit was requested to treat another unit.
* *
* Arguments: * Arguments:
* None * Unit <OBJECT>
* *
* Return Value: * Return Value:
* Was requested <BOOL> * Was requested <BOOL>
* *
* Example: * Example:
* call ACE_medical_ai_fnc_wasRequested * cursorObject call ace_medical_ai_fnc_wasRequested
* *
* Public: No * Public: No
*/ */