Fix medical related events

This commit is contained in:
Glowbal 2016-06-03 20:22:34 +02:00
parent 4915637601
commit fa2cf55156
35 changed files with 45 additions and 55 deletions

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@ -32,7 +32,7 @@ if (isServer) then {
[QGVAR(setSurrendered), {_this call FUNC(setSurrendered)}] call CBA_fnc_addEventHandler; [QGVAR(setSurrendered), {_this call FUNC(setSurrendered)}] call CBA_fnc_addEventHandler;
//Medical Integration Events //Medical Integration Events
["ace_medical_onUnconscious", {_this call ACE_Captives_fnc_handleOnUnconscious}] call CBA_fnc_addEventHandler; [QEGVAR(medical,unconscious), {_this call ACE_Captives_fnc_handleOnUnconscious}] call CBA_fnc_addEventHandler;
if (!hasInterface) exitWith {}; if (!hasInterface) exitWith {};

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@ -22,7 +22,7 @@ class CfgPatches {
class ACE_newEvents { class ACE_newEvents {
SettingsInitialized = "ace_settingsInitialized"; SettingsInitialized = "ace_settingsInitialized";
medical_onUnconscious = "ace_medical_onUnconscious"; medical_onUnconscious = QEGVAR(medical,unconscious);
SetSurrendered = QGVAR(setSurrendered); SetSurrendered = QGVAR(setSurrendered);
SetHandcuffed = QGVAR(setHandcuffed); SetHandcuffed = QGVAR(setHandcuffed);
MoveOutCaptive = QGVAR(moveOutCaptive); MoveOutCaptive = QGVAR(moveOutCaptive);

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@ -25,6 +25,6 @@ if (isNil "ACE_maxWeightCarry") then {
["ace_playerWeaponChanged", {_this call FUNC(handlePlayerWeaponChanged)}] call CBA_fnc_addEventHandler; ["ace_playerWeaponChanged", {_this call FUNC(handlePlayerWeaponChanged)}] 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?

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@ -18,7 +18,7 @@ class CfgPatches {
#include "CfgMovesBasic.hpp" #include "CfgMovesBasic.hpp"
class ACE_newEvents { class ACE_newEvents {
medical_onUnconscious = "ace_medical_onUnconscious"; medical_onUnconscious = QEGVAR(medical,unconscious);
playerWeaponChanged = "ace_playerWeaponChanged"; playerWeaponChanged = "ace_playerWeaponChanged";
playerVehicleChanged = "ace_playerVehicleChanged"; playerVehicleChanged = "ace_playerVehicleChanged";
playerChanged = "ace_playerChanged"; playerChanged = "ace_playerChanged";

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@ -22,7 +22,7 @@
//When getting knocked out in medical, trigger deadman explosives: //When getting knocked out in medical, trigger deadman explosives:
//Event is global, only run on server (ref: ace_medical_fnc_setUnconscious) //Event is global, only run on server (ref: ace_medical_fnc_setUnconscious)
if (isServer) then { if (isServer) then {
["ace_medical_onUnconscious", { [QEGVAR(medical,unconscious), {
params ["_unit", "_isUnconscious"]; params ["_unit", "_isUnconscious"];
if (!_isUnconscious) exitWith {}; if (!_isUnconscious) exitWith {};
TRACE_1("Knocked Out, Doing Deadman", _unit); TRACE_1("Knocked Out, Doing Deadman", _unit);

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@ -45,7 +45,7 @@ class CfgMineTriggers {
}; };
class ACE_newEvents { class ACE_newEvents {
medical_onUnconscious = "ace_medical_onUnconscious"; medical_onUnconscious = QEGVAR(medical,unconscious);
clientRequestsOrientations = QGVAR(clientRequestOrientations); clientRequestsOrientations = QGVAR(clientRequestOrientations);
serverSendsOrientations = QGVAR(serverSendOrientations); serverSendsOrientations = QGVAR(serverSendOrientations);
}; };

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@ -41,7 +41,7 @@ GVAR(ParsedTextCached) = [];
// Listens for the falling unconscious event, just in case the menu needs to be closed // Listens for the falling unconscious event, just in case the menu needs to be closed
["ace_medical_onUnconscious", { [QEGVAR(medical,unconscious), {
// If no menu is open just quit // If no menu is open just quit
if (GVAR(openedMenuType) < 0) exitWith {}; 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
GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"]; GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"]; GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"];
["ace_medical_propagateWound", FUNC(onPropagateWound)] call CBA_fnc_addEventHandler;
["ace_medical_woundUpdateRequest", FUNC(onWoundUpdateRequest)] call CBA_fnc_addEventHandler;
["ace_interactMenuClosed", {[objNull, false] call FUNC(displayPatientInformation); }] call CBA_fnc_addEventHandler; ["ace_interactMenuClosed", {[objNull, false] call FUNC(displayPatientInformation); }] call CBA_fnc_addEventHandler;
//Treatment EventHandlers: //Treatment EventHandlers:
@ -31,9 +29,9 @@ GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"];
["ace_actionPlaceInBodyBag", FUNC(actionPlaceInBodyBag)] call CBA_fnc_addEventHandler; ["ace_actionPlaceInBodyBag", FUNC(actionPlaceInBodyBag)] call CBA_fnc_addEventHandler;
//Handle Deleting Bodies on Server: //Handle Deleting Bodies on Server:
if (isServer) then {["ace_placedInBodyBag", FUNC(serverRemoveBody)] call CBA_fnc_addEventHandler;}; if (isServer) then {[QGVAR(playedInBodyBag), FUNC(serverRemoveBody)] call CBA_fnc_addEventHandler;};
["ace_medical_onUnconscious", { [QGVAR(unconscious), {
params ["_unit", "_status"]; params ["_unit", "_status"];
if (local _unit) then { if (local _unit) then {
if (_status) then { if (_status) then {

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@ -26,9 +26,14 @@ class CfgPatches {
#include "UI\triagecard.hpp" #include "UI\triagecard.hpp"
class ACE_newEvents { class ACE_newEvents {
medical_onUnconscious = "ace_medical_onUnconscious"; medical_onUnconscious = QGVAR(unconscious);
playerInventoryChanged = "ace_playerInventoryChanged"; medical_treatmentSuccess = QGVAR(treatmentSuccess);
placedInBodyBag = "ace_placedInBodyBag"; medical_onSetDead = QGVAR(killed);
Medical_onEnteredCardiacArrest = QGVAR(enteredCardiacArrest);
Medical_onItemAddedToTriageCard = QGVAR(itemAddedToTriageCard);
medical_onLogEntryAdded = QGVAR(logEntryAdded);
Medical_onHeartRateAdjustmentAdded = QGVAR(addedHeartRateAdjustment);
placedInBodyBag = QGVAR(playedInBodyBag);
actionPlaceInBodyBag = "ace_actionPlaceInBodyBag"; actionPlaceInBodyBag = "ace_actionPlaceInBodyBag";
treatmentTourniquetLocal = "ace_treatmentTourniquetLocal"; treatmentTourniquetLocal = "ace_treatmentTourniquetLocal";
treatmentIVLocal = "ace_treatmentIVLocal"; treatmentIVLocal = "ace_treatmentIVLocal";
@ -47,18 +52,5 @@ class ACE_newEvents {
addToInjuredCollection = "ace_addToInjuredCollection"; addToInjuredCollection = "ace_addToInjuredCollection";
actionCheckPulseLocal = "ace_actionCheckPulseLocal"; actionCheckPulseLocal = "ace_actionCheckPulseLocal";
actionCheckBloodPressureLocal = "ace_actionCheckBloodPressureLocal"; actionCheckBloodPressureLocal = "ace_actionCheckBloodPressureLocal";
interactMenuClosed = "ace_interactMenuClosed";
medical_woundUpdateRequest = "ace_medical_woundUpdateRequest";
medical_propagateWound = "ace_medical_propagateWound";
useItem = "ace_useItem";
medical_treatmentSuccess = "ace_medical_treatmentSuccess";
displayTextStructured = "ace_displayTextStructured";
medical_onSetDead = "ace_medical_onSetDead";
Medical_onEnteredCardiacArrest = "ace_medical_onEnteredCardiacArrest";
hideObjectGlobal = "ace_hideObjectGlobal";
addVitalLoop = "ace_addVitalLoop"; addVitalLoop = "ace_addVitalLoop";
Medical_onItemAddedToTriageCard = "ace_medical_onItemAddedToTriageCard";
medical_onLogEntryAdded = "ace_medical_onLogEntryAdded";
Medical_onHeartRateAdjustmentAdded = "ace_medical_onHeartRateAdjustmentAdded";
unloadPersonEvent = "ace_unloadPersonEvent";
}; };

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@ -47,6 +47,6 @@ private _bodyBag = createVehicle ["ACE_bodyBagObject", _position, [], 0, ""];
_bodyBag setPosASL _position; _bodyBag setPosASL _position;
_bodyBag setDir _direction; _bodyBag setDir _direction;
["ace_placedInBodyBag", [_target, _bodyBag]] call CBA_fnc_globalEvent; //hide and delete body on server [QGVAR(playedInBodyBag), [_target, _bodyBag]] call CBA_fnc_globalEvent; //hide and delete body on server
_bodyBag _bodyBag

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@ -22,4 +22,4 @@ params [["_unit", objNull, [objNull]], ["_value", 0, [0]], ["_time", 1, [0]], ["
_adjustment = _unit getVariable [QGVAR(heartRateAdjustments), []]; _adjustment = _unit getVariable [QGVAR(heartRateAdjustments), []];
_adjustment pushBack [_value, _time, _callBack]; _adjustment pushBack [_value, _time, _callBack];
_unit setVariable [QGVAR(heartRateAdjustments), _adjustment ]; _unit setVariable [QGVAR(heartRateAdjustments), _adjustment ];
["ace_medical_onHeartRateAdjustmentAdded", [_unit, _value, _time]] call CBA_fnc_localEvent; [QGVAR(addedHeartRateAdjustment), [_unit, _value, _time]] call CBA_fnc_localEvent;

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@ -43,7 +43,7 @@ if (count _log >= 8) then {
_log pushBack [_message, _moment, _type, _arguments]; _log pushBack [_message, _moment, _type, _arguments];
_unit setVariable [_logVarName, _log, true]; _unit setVariable [_logVarName, _log, true];
["ace_medical_onLogEntryAdded", [_unit, _type, _message, _arguments]] call CBA_fnc_localEvent; [QGVAR(logEntryAdded), [_unit, _type, _message, _arguments]] call CBA_fnc_localEvent;
_logs = _unit getVariable [QGVAR(allLogs), []]; _logs = _unit getVariable [QGVAR(allLogs), []];
if !(_logVarName in _logs) then { if !(_logVarName in _logs) then {

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@ -41,4 +41,4 @@ if (!_inList) then {
_log pushBack [_newItem, 1, CBA_missionTime]; _log pushBack [_newItem, 1, CBA_missionTime];
}; };
_unit setVariable [QGVAR(triageCard), _log, true]; _unit setVariable [QGVAR(triageCard), _log, true];
["ace_medical_onItemAddedToTriageCard", [_unit, _newItem, _amount]] call CBA_fnc_localEvent; [QGVAR(itemAddedToTriageCard), [_unit, _newItem, _amount]] call CBA_fnc_localEvent;

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@ -21,7 +21,7 @@ if (_unit getVariable [QGVAR(inCardiacArrest),false]) exitWith {};
_unit setVariable [QGVAR(inCardiacArrest), true,true]; _unit setVariable [QGVAR(inCardiacArrest), true,true];
_unit setVariable [QGVAR(heartRate), 0]; _unit setVariable [QGVAR(heartRate), 0];
["ace_medical_onEnteredCardiacArrest", [_unit]] call CBA_fnc_localEvent; [QGVAR(enteredCardiacArrest), [_unit]] call CBA_fnc_localEvent;
[_unit, true] call FUNC(setUnconscious); [_unit, true] call FUNC(setUnconscious);
_timeInCardiacArrest = 120 + round(random(600)); _timeInCardiacArrest = 120 + round(random(600));

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@ -51,7 +51,7 @@ if (isPLayer _unit) then {
_unit setVariable ["isDeadPlayer", true, true]; _unit setVariable ["isDeadPlayer", true, true];
}; };
["ace_medical_onSetDead", [_unit]] call CBA_fnc_localEvent; [QGVAR(killed), [_unit]] call CBA_fnc_localEvent;
//Delay a frame before killing the unit via scripted damage //Delay a frame before killing the unit via scripted damage
//to avoid triggering the "Killed" Event twice (and having the wrong killer) //to avoid triggering the "Killed" Event twice (and having the wrong killer)

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@ -122,4 +122,4 @@ _startingTime = CBA_missionTime;
// unconscious can't talk // unconscious can't talk
[_unit, "isUnconscious"] call EFUNC(common,muteUnit); [_unit, "isUnconscious"] call EFUNC(common,muteUnit);
["ace_medical_onUnconscious", [_unit, true]] call CBA_fnc_globalEvent; [QGVAR(unconscious), [_unit, true]] call CBA_fnc_globalEvent;

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@ -95,4 +95,4 @@ if (!(_target getVariable [QGVAR(addedToUnitLoop),false])) then {
[_target] call FUNC(addVitalLoop); [_target] call FUNC(addVitalLoop);
}; };
["ace_medical_treatmentSuccess", [_caller, _target, _selectionName, _className]] call CBA_fnc_localEvent; [QGVAR(treatmentSuccess), [_caller, _target, _selectionName, _className]] call CBA_fnc_localEvent;

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@ -39,7 +39,7 @@ if (!alive _unit) exitWith {
_unit setUnconscious false; _unit setUnconscious false;
[_unit, "isUnconscious"] call EFUNC(common,unmuteUnit); [_unit, "isUnconscious"] call EFUNC(common,unmuteUnit);
["ace_medical_onUnconscious", [_unit, false]] call CBA_fnc_globalEvent; [QGVAR(unconscious), [_unit, false]] call CBA_fnc_globalEvent;
TRACE_3("ACE_DEBUG_Unconscious_Exit",_unit, (!alive _unit) , QGVAR(unconscious)); TRACE_3("ACE_DEBUG_Unconscious_Exit",_unit, (!alive _unit) , QGVAR(unconscious));
@ -96,7 +96,7 @@ if !(_unit getVariable ["ACE_isUnconscious",false]) exitWith {
}; };
_unit setVariable [QGVAR(vehicleAwakeAnim), nil]; _unit setVariable [QGVAR(vehicleAwakeAnim), nil];
["ace_medical_onUnconscious", [_unit, false]] call CBA_fnc_globalEvent; [QGVAR(unconscious), [_unit, false]] call CBA_fnc_globalEvent;
// EXIT PFH // EXIT PFH
[_idPFH] call CBA_fnc_removePerFrameHandler; [_idPFH] call CBA_fnc_removePerFrameHandler;
}; };

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@ -6,7 +6,7 @@ GVAR(MenuPFHID) = -1;
GVAR(lastOpenedOn) = -1; GVAR(lastOpenedOn) = -1;
GVAR(pendingReopen) = false; GVAR(pendingReopen) = false;
["ace_medical_treatmentSuccess", { [QEGVAR(medical,treatmentSuccess), {
if (GVAR(openAfterTreatment) && {GVAR(pendingReopen)}) then { if (GVAR(openAfterTreatment) && {GVAR(pendingReopen)}) then {
GVAR(pendingReopen) = false; GVAR(pendingReopen) = false;

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@ -19,7 +19,7 @@ class CfgPatches {
#include "CfgVehicles.hpp" #include "CfgVehicles.hpp"
class ACE_newEvents { class ACE_newEvents {
medical_treatmentSuccess = "ace_medical_treatmentSuccess"; medical_treatmentSuccess = QEGVAR(medical,treatmentSuccess);
Medical_onMenuOpen = "ace_medical_onMenuOpen"; Medical_onMenuOpen = QGVAR(opened);
displayTextStructured = "ace_displayTextStructured"; displayTextStructured = "ace_displayTextStructured";
}; };

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@ -87,4 +87,4 @@ GVAR(MenuPFHID) = [{
}, 0, [_display]] call CBA_fnc_addPerFrameHandler; }, 0, [_display]] call CBA_fnc_addPerFrameHandler;
["ace_medical_onMenuOpen", [ACE_player, _target]] call CBA_fnc_localEvent; [QGVAR(opened), [ACE_player, _target]] call CBA_fnc_localEvent;

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@ -1,6 +1,6 @@
#include "script_component.hpp" #include "script_component.hpp"
["ace_medical_onUnconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler; [QEGVAR(medical,unconscious), {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
["ace_playerVehicleChanged", {params ["_unit"]; [_unit] call FUNC(dropAmmo)}] call CBA_fnc_addEventHandler; ["ace_playerVehicleChanged", {params ["_unit"]; [_unit] call FUNC(dropAmmo)}] call CBA_fnc_addEventHandler;
if (isServer) then { if (isServer) then {

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@ -22,5 +22,5 @@ class CfgPatches {
class ACE_newEvents { class ACE_newEvents {
playerVehicleChanged = "ace_playerVehicleChanged"; playerVehicleChanged = "ace_playerVehicleChanged";
medical_onUnconscious = "ace_medical_onUnconscious"; medical_onUnconscious = QEGVAR(medical,unconscious);
}; };

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@ -1,6 +1,6 @@
#include "script_component.hpp" #include "script_component.hpp"
["ace_medical_onUnconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler; [QEGVAR(medical,unconscious), {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
if (isServer) then { if (isServer) then {
addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleDisconnect)}]; addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleDisconnect)}];

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@ -18,7 +18,7 @@ class CfgPatches {
#include "CfgVehicles.hpp" #include "CfgVehicles.hpp"
class ACE_newEvents { class ACE_newEvents {
medical_onUnconscious = "ace_medical_onUnconscious"; medical_onUnconscious = QEGVAR(medical,unconscious);
setFuel = "ace_setFuel"; setFuel = "ace_setFuel";
setVectorDirAndUp = "ace_setVectorDirAndUp"; setVectorDirAndUp = "ace_setVectorDirAndUp";
displayTextStructured = "ace_displayTextStructured"; displayTextStructured = "ace_displayTextStructured";

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@ -20,6 +20,6 @@ GVAR(deployDirection) = 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?

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@ -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";

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@ -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;

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@ -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);
}; };

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@ -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?

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@ -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";
}; };

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@ -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?

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@ -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";

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@ -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?

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@ -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";