mirror of
https://github.com/acemod/ACE3.git
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parent
43c1f97dfa
commit
cb3c18c2fb
@ -2,6 +2,7 @@
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["CBA_settingsInitialized", {
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["CBA_settingsInitialized", {
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TRACE_1("settingsInitialized",GVAR(enabledFor));
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TRACE_1("settingsInitialized",GVAR(enabledFor));
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if (GVAR(enabledFor) == 0) exitWith {}; // 0: disabled
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if (GVAR(enabledFor) == 0) exitWith {}; // 0: disabled
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if ((GVAR(enabledFor) == 1) && {!isServer} && {hasInterface}) exitWith {}; // 1: Don't Run on non-hc Clients
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if ((GVAR(enabledFor) == 1) && {!isServer} && {hasInterface}) exitWith {}; // 1: Don't Run on non-hc Clients
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@ -20,5 +21,4 @@
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}] call CBA_fnc_addClassEventHandler;
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}] call CBA_fnc_addClassEventHandler;
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#include "stateMachine.inc.sqf"
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#include "stateMachine.inc.sqf"
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}] call CBA_fnc_addEventHandler;
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}] call CBA_fnc_addEventHandler;
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@ -13,6 +13,6 @@ if (isNil QGVAR(timeSafe_shoot)) then { GVAR(timeSafe_shoot) = 30; };
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if (isNil QGVAR(timeSafe_hit)) then { GVAR(timeSafe_hit) = 30; };
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if (isNil QGVAR(timeSafe_hit)) then { GVAR(timeSafe_hit) = 30; };
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if (isNil QGVAR(timeSafe_suppressed)) then { GVAR(timeSafe_suppressed) = 30; };
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if (isNil QGVAR(timeSafe_suppressed)) then { GVAR(timeSafe_suppressed) = 30; };
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GVAR(itemHash) = uinamespace getVariable QGVAR(itemHash);
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GVAR(itemHash) = uiNamespace getVariable QGVAR(itemHash);
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ADDON = true;
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ADDON = true;
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@ -4,13 +4,13 @@
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* Checks if there is a medic available in the unit's group.
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* Checks if there is a medic available in the unit's group.
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*
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*
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* Arguments:
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* Arguments:
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* None
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* Unit <OBJECT>
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*
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*
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* Return Value:
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* Return Value:
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* Can request medic <BOOL>
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* Can request medic <BOOL>
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*
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*
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* Example:
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* Example:
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* player call ACE_medical_ai_fnc_canRequestMedic
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* player call ace_medical_ai_fnc_canRequestMedic
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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@ -4,13 +4,13 @@
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* Makes the unit heal itself.
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* Makes the unit heal itself.
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*
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*
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* Arguments:
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* Arguments:
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* None
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* Unit <OBJECT>
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*
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*
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* Return Value:
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* Return Value:
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* None
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* None
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*
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*
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* Example:
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* Example:
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* call ACE_medical_ai_fnc_healSelf
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* cursorObject call ace_medical_ai_fnc_healSelf
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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@ -4,16 +4,17 @@
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* Makes a medic heal the next unit that needs treatment.
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* Makes a medic heal the next unit that needs treatment.
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*
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*
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* Arguments:
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* Arguments:
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* None
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* Unit <OBJECT>
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*
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*
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* Return Value:
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* Return Value:
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* None
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* None
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*
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*
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* Example:
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* Example:
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* call ACE_medical_ai_fnc_healUnit
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* cursorObject call ace_medical_ai_fnc_healUnit
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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// Player will have to do this manually of course
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// Player will have to do this manually of course
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if ([_this] call EFUNC(common,isPlayer)) exitWith {};
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if ([_this] call EFUNC(common,isPlayer)) exitWith {};
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// Can't heal other units when unconscious
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// Can't heal other units when unconscious
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@ -11,7 +11,7 @@
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* Nothing
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* Nothing
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*
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*
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* Example:
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* Example:
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* [a, b] call ACE_medical_ai_fnc_healingLogic
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* [cursorObject, cursorObject] call ace_medical_ai_fnc_healingLogic
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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@ -10,7 +10,7 @@
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* Does unit need treatment <BOOL>
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* Does unit need treatment <BOOL>
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*
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*
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* Example:
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* Example:
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* player call ACE_medical_ai_fnc_isInjured
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* cursorObject call ace_medical_ai_fnc_isInjured
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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@ -10,7 +10,7 @@
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* Is unit safe enough <BOOL>
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* Is unit safe enough <BOOL>
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*
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*
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* Example:
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* Example:
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* call ACE_medical_ai_fnc_isSafe
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* cursorObject call ace_medical_ai_fnc_isSafe
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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@ -1,7 +1,7 @@
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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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* Checks if AI healer has items
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* Checks if AI healer has items.
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*
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*
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* Arguments:
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* Arguments:
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* 0: Healer <OBJECT>
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* 0: Healer <OBJECT>
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@ -13,7 +13,7 @@
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* 2: Treatment <STRING> (Optional)
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* 2: Treatment <STRING> (Optional)
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*
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*
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* Example:
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* Example:
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* [cursorObject, "@bandage"] call ACE_medical_ai_fnc_itemCheck
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* [cursorObject, "@bandage"] call ace_medical_ai_fnc_itemCheck
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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@ -12,10 +12,11 @@
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* None
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* None
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*
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*
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* Example:
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* Example:
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* [bob, true, true] call ACE_medical_ai_fnc_playTreatmentAnim
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* [cursorObject, true, true] call ace_medical_ai_fnc_playTreatmentAnim
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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params ["_unit", "_actionName", "_isSelfTreatment"];
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params ["_unit", "_actionName", "_isSelfTreatment"];
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TRACE_3("playTreatmentAnim",_unit,_actionName,_isSelfTreatment);
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TRACE_3("playTreatmentAnim",_unit,_actionName,_isSelfTreatment);
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* Sends a request to the units assigned medic to heal it.
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* Sends a request to the units assigned medic to heal it.
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*
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*
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* Arguments:
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* Arguments:
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* None
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* Unit <OBJECT>
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*
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*
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* Return Value:
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* Return Value:
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* None
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* None
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*
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*
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* Example:
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* Example:
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* call ACE_medical_ai_fnc_requestMedic
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* cursorObject call ace_medical_ai_fnc_requestMedic
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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* Checks if the unit was requested to treat another unit.
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* Checks if the unit was requested to treat another unit.
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*
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*
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* Arguments:
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* Arguments:
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* None
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* Unit <OBJECT>
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*
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*
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* Return Value:
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* Return Value:
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* Was requested <BOOL>
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* Was requested <BOOL>
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*
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*
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* Example:
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* Example:
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* call ACE_medical_ai_fnc_wasRequested
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* cursorObject call ace_medical_ai_fnc_wasRequested
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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