Several medical AI fixes
- Not applying splints if too many medications were taken
- Potential nil for _target
- Setting could add multiple EH, require mission restart
* Use suppressed EH to determine safety of AI
* Require CBA 3.15.3
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Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: BrettMayson <brett@mayson.io>
* Medical AI - Adjust healing logic for rewrite
- move state machine from config to sqf
- move all healing logic to seperate func
- attempt to handle healing for new system
* prioritize unitReady medics
* move setting to subcategory under medical
* Use faster GET_WOUND_BLEEDING
* Update fnc_healingLogic.sqf
* Update for wound array changes
* Update treatment events changes
* Fractures/splint
* formating / use GET_OPEN_WOUNDS
* Use non-localized medical category
* Initial commit medical AI
* Finished non-healing functions
* Initial work on self healin
* AI healing
* Finished medical AI for basic medical
* Finito
* Fix for dead units, medic not being close enough
* Make ace_medical required
* Fixed double systemChat
* Made AI units able to heal players
* Fixed wound treatment
* Fixed medic movement
* Made units heal themselves earlier