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Cancel healing at vehicles
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34be857859
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@ -1,7 +1,11 @@
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#include "script_component.hpp"
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["CBA_settingsInitialized", {
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if !(GETEGVAR(medical,enabled,false)) exitWith {};
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if !(GETEGVAR(medical,enabled,false)) exitWith {
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// Call manually (see CfgFunctions.hpp)
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// https://community.bistudio.com/wiki/Arma_3:_Functions_Library#Config_Levels
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["postInit", didJIP] spawn BIS_fnc_reviveInit;
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};
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[QGVAR(updateDamageEffects), LINKFUNC(updateDamageEffects)] call CBA_fnc_addEventHandler;
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@ -28,18 +32,26 @@
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_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}]
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];
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// Fires where healer is local
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_unit addEventHandler ["HandleHeal", {
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params ["_injured", "_healer"];
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params ["", "_healer", "", "_atVehicle"];
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// Replace the items so that the unit can't heal
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// AI stay in healing loop if they have healing items available
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if (isNull _atVehicle) then {
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_healer call EFUNC(common,replaceRegisteredItems);
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} else {
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if (_healer call EFUNC(common,isPlayer)) exitWith {};
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AISFinishHeal [_injured, _healer, true];
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// This resets their action
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private _assignedTeam = assignedTeam _healer;
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private _groupInfo = [group _healer, groupId _healer];
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[_healer] joinSilent grpNull; // If unit doesn't leave group first, it will take the lowest Id when joinAsSilent is run, regardless of parameters
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_healer joinAsSilent _groupInfo;
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_healer assignTeam _assignedTeam;
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};
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// Set animation to what it was before starting the healing animation
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[{"dnon_medic" in animationState (_this select 0)}, {
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[_this select 0, _this select 1, 2] call EFUNC(common,doAnimation);
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}, [_healer, _healer call EFUNC(common,getDefaultAnim)], 5] call CBA_fnc_waitUntilAndExecute;
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true
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}];
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}, nil, [IGNORE_BASE_UAVPILOTS], true] call CBA_fnc_addClassEventHandler;
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