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Fix medical related events
This commit is contained in:
parent
4915637601
commit
fa2cf55156
@ -32,7 +32,7 @@ if (isServer) then {
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[QGVAR(setSurrendered), {_this call FUNC(setSurrendered)}] call CBA_fnc_addEventHandler;
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[QGVAR(setSurrendered), {_this call FUNC(setSurrendered)}] call CBA_fnc_addEventHandler;
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//Medical Integration Events
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//Medical Integration Events
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["ace_medical_onUnconscious", {_this call ACE_Captives_fnc_handleOnUnconscious}] call CBA_fnc_addEventHandler;
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[QEGVAR(medical,unconscious), {_this call ACE_Captives_fnc_handleOnUnconscious}] call CBA_fnc_addEventHandler;
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if (!hasInterface) exitWith {};
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if (!hasInterface) exitWith {};
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@ -22,7 +22,7 @@ class CfgPatches {
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class ACE_newEvents {
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class ACE_newEvents {
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SettingsInitialized = "ace_settingsInitialized";
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SettingsInitialized = "ace_settingsInitialized";
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medical_onUnconscious = "ace_medical_onUnconscious";
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medical_onUnconscious = QEGVAR(medical,unconscious);
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SetSurrendered = QGVAR(setSurrendered);
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SetSurrendered = QGVAR(setSurrendered);
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SetHandcuffed = QGVAR(setHandcuffed);
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SetHandcuffed = QGVAR(setHandcuffed);
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MoveOutCaptive = QGVAR(moveOutCaptive);
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MoveOutCaptive = QGVAR(moveOutCaptive);
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@ -25,6 +25,6 @@ if (isNil "ACE_maxWeightCarry") then {
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["ace_playerWeaponChanged", {_this call FUNC(handlePlayerWeaponChanged)}] call CBA_fnc_addEventHandler;
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["ace_playerWeaponChanged", {_this call FUNC(handlePlayerWeaponChanged)}] call CBA_fnc_addEventHandler;
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// handle waking up dragged unit and falling unconscious while dragging
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// handle waking up dragged unit and falling unconscious while dragging
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["ace_medical_onUnconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
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[QEGVAR(medical,unconscious), {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
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//@todo Captivity?
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//@todo Captivity?
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@ -18,7 +18,7 @@ class CfgPatches {
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#include "CfgMovesBasic.hpp"
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#include "CfgMovesBasic.hpp"
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class ACE_newEvents {
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class ACE_newEvents {
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medical_onUnconscious = "ace_medical_onUnconscious";
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medical_onUnconscious = QEGVAR(medical,unconscious);
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playerWeaponChanged = "ace_playerWeaponChanged";
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playerWeaponChanged = "ace_playerWeaponChanged";
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playerVehicleChanged = "ace_playerVehicleChanged";
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playerVehicleChanged = "ace_playerVehicleChanged";
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playerChanged = "ace_playerChanged";
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playerChanged = "ace_playerChanged";
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@ -22,7 +22,7 @@
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//When getting knocked out in medical, trigger deadman explosives:
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//When getting knocked out in medical, trigger deadman explosives:
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//Event is global, only run on server (ref: ace_medical_fnc_setUnconscious)
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//Event is global, only run on server (ref: ace_medical_fnc_setUnconscious)
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if (isServer) then {
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if (isServer) then {
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["ace_medical_onUnconscious", {
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[QEGVAR(medical,unconscious), {
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params ["_unit", "_isUnconscious"];
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params ["_unit", "_isUnconscious"];
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if (!_isUnconscious) exitWith {};
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if (!_isUnconscious) exitWith {};
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TRACE_1("Knocked Out, Doing Deadman", _unit);
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TRACE_1("Knocked Out, Doing Deadman", _unit);
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@ -45,7 +45,7 @@ class CfgMineTriggers {
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};
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};
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class ACE_newEvents {
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class ACE_newEvents {
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medical_onUnconscious = "ace_medical_onUnconscious";
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medical_onUnconscious = QEGVAR(medical,unconscious);
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clientRequestsOrientations = QGVAR(clientRequestOrientations);
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clientRequestsOrientations = QGVAR(clientRequestOrientations);
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serverSendsOrientations = QGVAR(serverSendOrientations);
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serverSendsOrientations = QGVAR(serverSendOrientations);
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};
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};
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@ -41,7 +41,7 @@ GVAR(ParsedTextCached) = [];
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// Listens for the falling unconscious event, just in case the menu needs to be closed
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// Listens for the falling unconscious event, just in case the menu needs to be closed
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["ace_medical_onUnconscious", {
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[QEGVAR(medical,unconscious), {
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// If no menu is open just quit
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// If no menu is open just quit
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if (GVAR(openedMenuType) < 0) exitWith {};
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if (GVAR(openedMenuType) < 0) exitWith {};
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@ -6,8 +6,6 @@ GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "A
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GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"];
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GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"];
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["ace_medical_propagateWound", FUNC(onPropagateWound)] call CBA_fnc_addEventHandler;
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["ace_medical_woundUpdateRequest", FUNC(onWoundUpdateRequest)] call CBA_fnc_addEventHandler;
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["ace_interactMenuClosed", {[objNull, false] call FUNC(displayPatientInformation); }] call CBA_fnc_addEventHandler;
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["ace_interactMenuClosed", {[objNull, false] call FUNC(displayPatientInformation); }] call CBA_fnc_addEventHandler;
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//Treatment EventHandlers:
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//Treatment EventHandlers:
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@ -31,9 +29,9 @@ GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"];
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["ace_actionPlaceInBodyBag", FUNC(actionPlaceInBodyBag)] call CBA_fnc_addEventHandler;
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["ace_actionPlaceInBodyBag", FUNC(actionPlaceInBodyBag)] call CBA_fnc_addEventHandler;
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//Handle Deleting Bodies on Server:
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//Handle Deleting Bodies on Server:
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if (isServer) then {["ace_placedInBodyBag", FUNC(serverRemoveBody)] call CBA_fnc_addEventHandler;};
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if (isServer) then {[QGVAR(playedInBodyBag), FUNC(serverRemoveBody)] call CBA_fnc_addEventHandler;};
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["ace_medical_onUnconscious", {
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[QGVAR(unconscious), {
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params ["_unit", "_status"];
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params ["_unit", "_status"];
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if (local _unit) then {
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if (local _unit) then {
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if (_status) then {
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if (_status) then {
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@ -26,9 +26,14 @@ class CfgPatches {
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#include "UI\triagecard.hpp"
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#include "UI\triagecard.hpp"
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class ACE_newEvents {
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class ACE_newEvents {
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medical_onUnconscious = "ace_medical_onUnconscious";
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medical_onUnconscious = QGVAR(unconscious);
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playerInventoryChanged = "ace_playerInventoryChanged";
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medical_treatmentSuccess = QGVAR(treatmentSuccess);
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placedInBodyBag = "ace_placedInBodyBag";
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medical_onSetDead = QGVAR(killed);
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Medical_onEnteredCardiacArrest = QGVAR(enteredCardiacArrest);
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Medical_onItemAddedToTriageCard = QGVAR(itemAddedToTriageCard);
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medical_onLogEntryAdded = QGVAR(logEntryAdded);
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Medical_onHeartRateAdjustmentAdded = QGVAR(addedHeartRateAdjustment);
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placedInBodyBag = QGVAR(playedInBodyBag);
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actionPlaceInBodyBag = "ace_actionPlaceInBodyBag";
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actionPlaceInBodyBag = "ace_actionPlaceInBodyBag";
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treatmentTourniquetLocal = "ace_treatmentTourniquetLocal";
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treatmentTourniquetLocal = "ace_treatmentTourniquetLocal";
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treatmentIVLocal = "ace_treatmentIVLocal";
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treatmentIVLocal = "ace_treatmentIVLocal";
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@ -47,18 +52,5 @@ class ACE_newEvents {
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addToInjuredCollection = "ace_addToInjuredCollection";
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addToInjuredCollection = "ace_addToInjuredCollection";
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actionCheckPulseLocal = "ace_actionCheckPulseLocal";
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actionCheckPulseLocal = "ace_actionCheckPulseLocal";
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actionCheckBloodPressureLocal = "ace_actionCheckBloodPressureLocal";
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actionCheckBloodPressureLocal = "ace_actionCheckBloodPressureLocal";
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interactMenuClosed = "ace_interactMenuClosed";
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medical_woundUpdateRequest = "ace_medical_woundUpdateRequest";
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medical_propagateWound = "ace_medical_propagateWound";
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useItem = "ace_useItem";
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medical_treatmentSuccess = "ace_medical_treatmentSuccess";
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displayTextStructured = "ace_displayTextStructured";
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medical_onSetDead = "ace_medical_onSetDead";
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Medical_onEnteredCardiacArrest = "ace_medical_onEnteredCardiacArrest";
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hideObjectGlobal = "ace_hideObjectGlobal";
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addVitalLoop = "ace_addVitalLoop";
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addVitalLoop = "ace_addVitalLoop";
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Medical_onItemAddedToTriageCard = "ace_medical_onItemAddedToTriageCard";
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medical_onLogEntryAdded = "ace_medical_onLogEntryAdded";
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Medical_onHeartRateAdjustmentAdded = "ace_medical_onHeartRateAdjustmentAdded";
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unloadPersonEvent = "ace_unloadPersonEvent";
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};
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};
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@ -47,6 +47,6 @@ private _bodyBag = createVehicle ["ACE_bodyBagObject", _position, [], 0, ""];
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_bodyBag setPosASL _position;
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_bodyBag setPosASL _position;
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_bodyBag setDir _direction;
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_bodyBag setDir _direction;
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["ace_placedInBodyBag", [_target, _bodyBag]] call CBA_fnc_globalEvent; //hide and delete body on server
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[QGVAR(playedInBodyBag), [_target, _bodyBag]] call CBA_fnc_globalEvent; //hide and delete body on server
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_bodyBag
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_bodyBag
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@ -22,4 +22,4 @@ params [["_unit", objNull, [objNull]], ["_value", 0, [0]], ["_time", 1, [0]], ["
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_adjustment = _unit getVariable [QGVAR(heartRateAdjustments), []];
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_adjustment = _unit getVariable [QGVAR(heartRateAdjustments), []];
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_adjustment pushBack [_value, _time, _callBack];
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_adjustment pushBack [_value, _time, _callBack];
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_unit setVariable [QGVAR(heartRateAdjustments), _adjustment ];
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_unit setVariable [QGVAR(heartRateAdjustments), _adjustment ];
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["ace_medical_onHeartRateAdjustmentAdded", [_unit, _value, _time]] call CBA_fnc_localEvent;
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[QGVAR(addedHeartRateAdjustment), [_unit, _value, _time]] call CBA_fnc_localEvent;
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@ -43,7 +43,7 @@ if (count _log >= 8) then {
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_log pushBack [_message, _moment, _type, _arguments];
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_log pushBack [_message, _moment, _type, _arguments];
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_unit setVariable [_logVarName, _log, true];
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_unit setVariable [_logVarName, _log, true];
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["ace_medical_onLogEntryAdded", [_unit, _type, _message, _arguments]] call CBA_fnc_localEvent;
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[QGVAR(logEntryAdded), [_unit, _type, _message, _arguments]] call CBA_fnc_localEvent;
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_logs = _unit getVariable [QGVAR(allLogs), []];
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_logs = _unit getVariable [QGVAR(allLogs), []];
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if !(_logVarName in _logs) then {
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if !(_logVarName in _logs) then {
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@ -41,4 +41,4 @@ if (!_inList) then {
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_log pushBack [_newItem, 1, CBA_missionTime];
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_log pushBack [_newItem, 1, CBA_missionTime];
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};
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};
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_unit setVariable [QGVAR(triageCard), _log, true];
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_unit setVariable [QGVAR(triageCard), _log, true];
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["ace_medical_onItemAddedToTriageCard", [_unit, _newItem, _amount]] call CBA_fnc_localEvent;
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[QGVAR(itemAddedToTriageCard), [_unit, _newItem, _amount]] call CBA_fnc_localEvent;
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@ -21,7 +21,7 @@ if (_unit getVariable [QGVAR(inCardiacArrest),false]) exitWith {};
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_unit setVariable [QGVAR(inCardiacArrest), true,true];
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_unit setVariable [QGVAR(inCardiacArrest), true,true];
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_unit setVariable [QGVAR(heartRate), 0];
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_unit setVariable [QGVAR(heartRate), 0];
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["ace_medical_onEnteredCardiacArrest", [_unit]] call CBA_fnc_localEvent;
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[QGVAR(enteredCardiacArrest), [_unit]] call CBA_fnc_localEvent;
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[_unit, true] call FUNC(setUnconscious);
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[_unit, true] call FUNC(setUnconscious);
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_timeInCardiacArrest = 120 + round(random(600));
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_timeInCardiacArrest = 120 + round(random(600));
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@ -51,7 +51,7 @@ if (isPLayer _unit) then {
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_unit setVariable ["isDeadPlayer", true, true];
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_unit setVariable ["isDeadPlayer", true, true];
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};
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};
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["ace_medical_onSetDead", [_unit]] call CBA_fnc_localEvent;
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[QGVAR(killed), [_unit]] call CBA_fnc_localEvent;
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//Delay a frame before killing the unit via scripted damage
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//Delay a frame before killing the unit via scripted damage
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//to avoid triggering the "Killed" Event twice (and having the wrong killer)
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//to avoid triggering the "Killed" Event twice (and having the wrong killer)
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@ -122,4 +122,4 @@ _startingTime = CBA_missionTime;
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// unconscious can't talk
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// unconscious can't talk
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[_unit, "isUnconscious"] call EFUNC(common,muteUnit);
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[_unit, "isUnconscious"] call EFUNC(common,muteUnit);
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["ace_medical_onUnconscious", [_unit, true]] call CBA_fnc_globalEvent;
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[QGVAR(unconscious), [_unit, true]] call CBA_fnc_globalEvent;
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@ -95,4 +95,4 @@ if (!(_target getVariable [QGVAR(addedToUnitLoop),false])) then {
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[_target] call FUNC(addVitalLoop);
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[_target] call FUNC(addVitalLoop);
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};
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};
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["ace_medical_treatmentSuccess", [_caller, _target, _selectionName, _className]] call CBA_fnc_localEvent;
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[QGVAR(treatmentSuccess), [_caller, _target, _selectionName, _className]] call CBA_fnc_localEvent;
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@ -39,7 +39,7 @@ if (!alive _unit) exitWith {
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_unit setUnconscious false;
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_unit setUnconscious false;
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[_unit, "isUnconscious"] call EFUNC(common,unmuteUnit);
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[_unit, "isUnconscious"] call EFUNC(common,unmuteUnit);
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["ace_medical_onUnconscious", [_unit, false]] call CBA_fnc_globalEvent;
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[QGVAR(unconscious), [_unit, false]] call CBA_fnc_globalEvent;
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TRACE_3("ACE_DEBUG_Unconscious_Exit",_unit, (!alive _unit) , QGVAR(unconscious));
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TRACE_3("ACE_DEBUG_Unconscious_Exit",_unit, (!alive _unit) , QGVAR(unconscious));
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@ -96,7 +96,7 @@ if !(_unit getVariable ["ACE_isUnconscious",false]) exitWith {
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};
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};
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_unit setVariable [QGVAR(vehicleAwakeAnim), nil];
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_unit setVariable [QGVAR(vehicleAwakeAnim), nil];
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["ace_medical_onUnconscious", [_unit, false]] call CBA_fnc_globalEvent;
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[QGVAR(unconscious), [_unit, false]] call CBA_fnc_globalEvent;
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// EXIT PFH
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// EXIT PFH
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
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};
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@ -6,7 +6,7 @@ GVAR(MenuPFHID) = -1;
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GVAR(lastOpenedOn) = -1;
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GVAR(lastOpenedOn) = -1;
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GVAR(pendingReopen) = false;
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GVAR(pendingReopen) = false;
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["ace_medical_treatmentSuccess", {
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[QEGVAR(medical,treatmentSuccess), {
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if (GVAR(openAfterTreatment) && {GVAR(pendingReopen)}) then {
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if (GVAR(openAfterTreatment) && {GVAR(pendingReopen)}) then {
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GVAR(pendingReopen) = false;
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GVAR(pendingReopen) = false;
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@ -19,7 +19,7 @@ class CfgPatches {
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#include "CfgVehicles.hpp"
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#include "CfgVehicles.hpp"
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class ACE_newEvents {
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class ACE_newEvents {
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medical_treatmentSuccess = "ace_medical_treatmentSuccess";
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medical_treatmentSuccess = QEGVAR(medical,treatmentSuccess);
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Medical_onMenuOpen = "ace_medical_onMenuOpen";
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Medical_onMenuOpen = QGVAR(opened);
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displayTextStructured = "ace_displayTextStructured";
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displayTextStructured = "ace_displayTextStructured";
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};
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};
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@ -87,4 +87,4 @@ GVAR(MenuPFHID) = [{
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}, 0, [_display]] call CBA_fnc_addPerFrameHandler;
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}, 0, [_display]] call CBA_fnc_addPerFrameHandler;
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["ace_medical_onMenuOpen", [ACE_player, _target]] call CBA_fnc_localEvent;
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[QGVAR(opened), [ACE_player, _target]] call CBA_fnc_localEvent;
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@ -1,6 +1,6 @@
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#include "script_component.hpp"
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#include "script_component.hpp"
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["ace_medical_onUnconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
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[QEGVAR(medical,unconscious), {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
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["ace_playerVehicleChanged", {params ["_unit"]; [_unit] call FUNC(dropAmmo)}] call CBA_fnc_addEventHandler;
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["ace_playerVehicleChanged", {params ["_unit"]; [_unit] call FUNC(dropAmmo)}] call CBA_fnc_addEventHandler;
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if (isServer) then {
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if (isServer) then {
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@ -22,5 +22,5 @@ class CfgPatches {
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class ACE_newEvents {
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class ACE_newEvents {
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playerVehicleChanged = "ace_playerVehicleChanged";
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playerVehicleChanged = "ace_playerVehicleChanged";
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medical_onUnconscious = "ace_medical_onUnconscious";
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medical_onUnconscious = QEGVAR(medical,unconscious);
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};
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};
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@ -1,6 +1,6 @@
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#include "script_component.hpp"
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#include "script_component.hpp"
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["ace_medical_onUnconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
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[QEGVAR(medical,unconscious), {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
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if (isServer) then {
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if (isServer) then {
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addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleDisconnect)}];
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addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleDisconnect)}];
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@ -18,7 +18,7 @@ class CfgPatches {
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#include "CfgVehicles.hpp"
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#include "CfgVehicles.hpp"
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class ACE_newEvents {
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class ACE_newEvents {
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medical_onUnconscious = "ace_medical_onUnconscious";
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medical_onUnconscious = QEGVAR(medical,unconscious);
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setFuel = "ace_setFuel";
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setFuel = "ace_setFuel";
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setVectorDirAndUp = "ace_setVectorDirAndUp";
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setVectorDirAndUp = "ace_setVectorDirAndUp";
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displayTextStructured = "ace_displayTextStructured";
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displayTextStructured = "ace_displayTextStructured";
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@ -20,6 +20,6 @@ GVAR(deployDirection) = 0;
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["ace_playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
|
["ace_playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
|
||||||
|
|
||||||
// handle waking up dragged unit and falling unconscious while dragging
|
// handle waking up dragged unit and falling unconscious while dragging
|
||||||
["ace_medical_onUnconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
|
[QEGVAR(medical,unconscious), {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
|
||||||
|
|
||||||
//@todo Captivity?
|
//@todo Captivity?
|
||||||
|
@ -18,7 +18,7 @@ class CfgPatches {
|
|||||||
#include "CfgWeapons.hpp"
|
#include "CfgWeapons.hpp"
|
||||||
|
|
||||||
class ACE_newEvents {
|
class ACE_newEvents {
|
||||||
medical_onUnconscious = "ace_medical_onUnconscious";
|
medical_onUnconscious = QEGVAR(medical,unconscious);
|
||||||
playerVehicleChanged = "ace_playerVehicleChanged";
|
playerVehicleChanged = "ace_playerVehicleChanged";
|
||||||
playerInventoryChanged = "ace_playerInventoryChanged";
|
playerInventoryChanged = "ace_playerInventoryChanged";
|
||||||
playerChanged = "ace_playerChanged";
|
playerChanged = "ace_playerChanged";
|
||||||
|
@ -12,6 +12,6 @@ if (!hasInterface) exitWith {};
|
|||||||
["isNotSitting", {isNil {(_this select 0) getVariable QGVAR(isSitting)}}] call EFUNC(common,addCanInteractWithCondition);
|
["isNotSitting", {isNil {(_this select 0) getVariable QGVAR(isSitting)}}] call EFUNC(common,addCanInteractWithCondition);
|
||||||
|
|
||||||
// Handle interruptions
|
// Handle interruptions
|
||||||
["ace_medical_onUnconscious", {_this call DFUNC(handleInterrupt)}] call CBA_fnc_addEventHandler;
|
[QEGVAR(medical,unconscious), {_this call DFUNC(handleInterrupt)}] call CBA_fnc_addEventHandler;
|
||||||
[QEGVAR(captives,setHandcuffed), {_this call DFUNC(handleInterrupt)}] call CBA_fnc_addEventHandler;
|
[QEGVAR(captives,setHandcuffed), {_this call DFUNC(handleInterrupt)}] call CBA_fnc_addEventHandler;
|
||||||
}] call CBA_fnc_addEventHandler;
|
}] call CBA_fnc_addEventHandler;
|
||||||
|
@ -21,5 +21,5 @@ class CfgPatches {
|
|||||||
class ACE_newEvents {
|
class ACE_newEvents {
|
||||||
SettingsInitialized = "ace_settingsInitialized";
|
SettingsInitialized = "ace_settingsInitialized";
|
||||||
SetHandcuffed = QEGVAR(captives,setHandcuffed);
|
SetHandcuffed = QEGVAR(captives,setHandcuffed);
|
||||||
medical_onUnconscious = "ace_medical_onUnconscious";
|
medical_onUnconscious = QEGVAR(medical,unconscious);
|
||||||
};
|
};
|
@ -21,6 +21,6 @@ GVAR(currentAngle) = 0;
|
|||||||
["ace_playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
|
["ace_playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
|
||||||
|
|
||||||
// handle falling unconscious
|
// handle falling unconscious
|
||||||
["ace_medical_onUnconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
|
[QEGVAR(medical,unconscious), {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
|
||||||
|
|
||||||
// @todo captivity?
|
// @todo captivity?
|
||||||
|
@ -18,7 +18,7 @@ class CfgPatches {
|
|||||||
|
|
||||||
class ACE_newEvents {
|
class ACE_newEvents {
|
||||||
interactMenuOpened = "ace_interactMenuOpened";
|
interactMenuOpened = "ace_interactMenuOpened";
|
||||||
medical_onUnconscious = "ace_medical_onUnconscious";
|
medical_onUnconscious = QEGVAR(medical,unconscious);
|
||||||
playerVehicleChanged = "ace_playerVehicleChanged";
|
playerVehicleChanged = "ace_playerVehicleChanged";
|
||||||
playerChanged = "ace_playerChanged";
|
playerChanged = "ace_playerChanged";
|
||||||
};
|
};
|
||||||
|
@ -21,6 +21,6 @@ GVAR(digDirection) = 0;
|
|||||||
["ace_playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
|
["ace_playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
|
||||||
|
|
||||||
// handle waking up dragged unit and falling unconscious while dragging
|
// handle waking up dragged unit and falling unconscious while dragging
|
||||||
["ace_medical_onUnconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
|
[QEGVAR(medical,unconscious), {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
|
||||||
|
|
||||||
//@todo Captivity?
|
//@todo Captivity?
|
||||||
|
@ -18,7 +18,7 @@ class CfgPatches {
|
|||||||
#include "CfgWeapons.hpp"
|
#include "CfgWeapons.hpp"
|
||||||
|
|
||||||
class ACE_newEvents {
|
class ACE_newEvents {
|
||||||
medical_onUnconscious = "ace_medical_onUnconscious";
|
medical_onUnconscious = QEGVAR(medical,unconscious);
|
||||||
playerVehicleChanged = "ace_playerVehicleChanged";
|
playerVehicleChanged = "ace_playerVehicleChanged";
|
||||||
playerInventoryChanged = "ace_playerInventoryChanged";
|
playerInventoryChanged = "ace_playerInventoryChanged";
|
||||||
playerChanged = "ace_playerChanged";
|
playerChanged = "ace_playerChanged";
|
||||||
|
@ -14,6 +14,6 @@ GVAR(height) = 0;
|
|||||||
["ace_playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
|
["ace_playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
|
||||||
|
|
||||||
// handle falling unconscious
|
// handle falling unconscious
|
||||||
["ace_medical_onUnconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
|
[QEGVAR(medical,unconscious), {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
|
||||||
|
|
||||||
// @todo captivity?
|
// @todo captivity?
|
||||||
|
@ -18,7 +18,7 @@ class CfgPatches {
|
|||||||
#include "CfgWeapons.hpp"
|
#include "CfgWeapons.hpp"
|
||||||
|
|
||||||
class ACE_newEvents {
|
class ACE_newEvents {
|
||||||
medical_onUnconscious = "ace_medical_onUnconscious";
|
medical_onUnconscious = QEGVAR(medical,unconscious);
|
||||||
playerVehicleChanged = "ace_playerVehicleChanged";
|
playerVehicleChanged = "ace_playerVehicleChanged";
|
||||||
playerChanged = "ace_playerChanged";
|
playerChanged = "ace_playerChanged";
|
||||||
interactMenuOpened = "ace_interactMenuOpened";
|
interactMenuOpened = "ace_interactMenuOpened";
|
||||||
|
Loading…
Reference in New Issue
Block a user