* make registerItemReplacement add to proper container
* cleanup, fix variable in itemReplacements namespace
* add exception for not having room in original container
* Block radio on captive/surrendered/unconscious via status effect
* missing semicolon
* Don't broadcast setVar if radio addon doesn't exist
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* fix fnc_ai_handleFired
* remove debug messages
* use banana instead of FakePrimaryWeapon
* switch from dummy item to new weaponholder
* use exitWith instead of break
* Fix loading patients into turret only seats
* Fix cargo logic, adjust function for captives (#8000)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Fix explosive placement while underwater
* Apply suggestions from code review
Co-Authored-By: alganthe <alganthe@live.fr>
* Change placeApprove header to reflect changes
* Replace lineIntersectsWith in isInMedicalFacility
* Replace linesIntersects in isInRepairFacility, fix params
Public func, params should have an expected type.
* Replace linesIntersects in spallTrack
* Replace lineIntersects in getFirstObjectIntersection and findReflection
* Replace lineIntersects in advanced throwing
grenades can pass glass underwater now, I bet all of 0 person will be glad that horrendous bug is now fixed.
* Fix possible issue in pointing while underwater
* Fix possible issue while underwater in attach
* Replace count with isEqualTo in lineIntersectsSurfaces replacements
* Fix inverted conditions
* Fix drawArc
* Fix fnc_attach
* Reverse advanced_throwing and spallTrack lineIntersects changes
* Fix issues raised from code review
* Add item replacement framework
* Correctance of English
Co-Authored-By: Dedmen Miller <dedmen@users.noreply.github.com>
* Remove unecessary code
* Use new item replacement framework for medical items
* minor fixes, support GVAR(convertItems) setting
* use forEach, convert atropine to epi
* replace with adenosine
* Fix Medical HandleDamageWounds memory leak (#6809)
* Use strncpy and disable MSVC unsafe warnings (#7171)
* Set 64-bit correctly from generator string, Disable SSE2 flag on 64-bit (non-existent)
* Tweaks for Linux extensions (#5762)
* Tweak CMakeLists for Linux compilation
* Conform SQF extensions check for Linux server extensions support
* Add *.so to tools
* Split extension check into Windows and Linux
* Disable Medical extension loading for now
* Add client/server separation to extension loading
* Add Arma config documentation on extension creation
* Cleanup medical settings
* Fix extra [
* Allow giving IV/blood to self by default
* Medical Blood - Settings improvements and cleanup (#7069)
* Add more blood settings and cleanup
* Fix include before header
* Update addons/medical_blood/functions/fnc_init.sqf
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Disable debug
* Cleanup moved settings
* Fix remaining setting descriptions
* Initial Commit
* Got rid of unneeded translation values
* Updated Strings
* "Fixed" issue where when you deploy the tripid and weapon on slope it freaked out.
* Fixed locality issues. Added timers to relavent functions.
* Added weights to all magazines/tripod. Weights to weapons coming soon when I transfer them to the launcher slot
* Fixed bug regarding localized strings. Created new tripod model
* Added timers for deploying/picking up the tripod. Changed ammo-box model from custom to one already in ARMA. Changed gun-bag model for a more generic one. Created a texture for the tripod and gunbag
* Removed ability to disassemble weapons via the addAction. Added ACE Action to get in due to a memory point issue. Changed from a static deploy/dismount time to one based in the weapon configs
* Created forward-compatability. Made it so I can define a base plate for any weapon if I ever want to expand from the generic M3 Tripod.
* Fixed bug where tripod wouldn't deploy with the correct times. Fixed bug where if you moved the tripod into the ground it would go flying.
* Added mortar compatability. Will probably shift whole mortar ammo loading to CSW one day
* Added icons to each relavent item
* Added README, possibly fixed bug where if you are in a weapon others cant load/unload ammo. Changed distance you can interact with weapons
* Added checks for when deploying the gun as well as unloading ammo to prevent duplication/deletion of items.
* Added documentation
* Added order to doc
* Explained why things are the way they are
* Remove temp files
* Removed redundant files
* Converted tabs->spaces. Added newlines at end of all files. Changed broken line in fnc_tripodDeploy.sqf.
* 100% newlines at end of file
* Added newlines to files that didnt get the change. Fixed README. Changed from GVAR(cswOptions) to GVAR(options). Changed from tabs to spaces in wiki
* Fixed issue with UAV assembling with enableWeaponDisassembling. Fixed bug where game would crash if you disassembled static weapon with more than 1 magazine
* Tabs->Spaces
* Added CSW options to base StaticWeapon class to allow for easier additions. Switched default mortar away from CSW system due to incompatabilities
* Lazy Evaluations and macros to describe how things work.
* Added newlines to script_component. Fix no-texture issue on tripod. "Fix" 20mm HE saying 40mm HE. Add custom icons to all weapons. Move "Check Ammo" to CSW menu
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* Revert changes to fortify.md
* Updated UI Icon to Crew Served Ammo branch UI
* Added Pabst's CrewServedAmmo to handle ammo loading/unloading instead of my solution
* Fixed bug where currentWeaponTurret returned a blank string when a player hasent entered hte weapon to select the current weapon
* Re-added ammo loading time
* Tabs->Spaces
* Newline at end of files
* Removed replaced functions
* Remove redundant strings. Move ammo handling to appropiate section
* Tabs->Spaces
* Update wiki
* Updated to fix crash with default weapons and disable CSW ability on default static weapons
* Added editor attributes to enable/disable CSW at edit time
* Change how ammo is removed from the CSW. Uses math instead of iteration
* Fix bug where assembled weapon did not get rid of default actions
* Added support for multiple types of ammo in one CSW
* Add tracer magazines for .50 cal
* Fix bug where you could load ammo even if the gun couldnt take any more
* Disable debug and enable compile cache
* Changed weapon deploy/pickup time. Removed custom Titan missiles. Using ACE Dragging now. Added progress bar check for pickupTripod. Updated documentation
* Removed check if CSW is full to unload ammo
* Fix bug where items would spawn underneath other items on wepaon dismount
* Change some things
* Configure base statics, improve returnAmmo
* Add mortar baseplate
* Remove explicit inheritance
* Fix bug where unloading ammo would duplicate it if you had room in your person.
* Tab->Space
* Player couldnt pickup tripod due to legacy code
* Fix GMG_01_base_F inheritce
* Port of ACE 2 tripod + ACE 2 CSW Bag
* Move ACE 2 Data to APL folder
* Adjust weights to make them more accurate to how ARMA uses it and the real life equivalents
* Fix bug where error was thrown on esc from picking up tripod. Tripod rotated 180
* Fix bug where if you called ace_common_claim the weapon could be set to be disassembled even though it may not be wanted via CSW
* Added ability to toggle ammo handling when weaponAssembly is disabled.
* Add Proxy Weapons for all Vanilla static weapons. These serve as a way to allow for realistic ammo reload times without having to modify base classes if you want feautres turned off. Adjusted reload and mount times to be more "realistic"
* Fix Shadow RPT Spam
* Update wiki
* Change order of setDir and setPos
* Change all setDir/setPos orientations. Remove redundant check. Ensure that weapon locked state reflects it with the "getIn" command. Add a way to pass in a specific classname for the weapon assemble type. Add a callback function onDisassemble if user wants to set the state of the new tripod using the old weapon as a reference
* Actually check for the carryWeaponClassname in the deployWeapon check
* Ai Compatiblity
* Add stringtable entries
* Formatting fixes
* Stringtables for settings, fix setMagazineTurretAmmo
* inherit ammo for mags, reorder stringtable
displays correct ammo and descriptionShort
* don't require ace_javelin
* Tweaks, cleanup, localzation, ace_reload changes
change weapon tag to [CSW]
tweak localization strings
minor cleanup
simplify some ace_reload funcs
* delete moved dev func
* Hopefully fix issue where to-be deleted tripod intersects with newly created weapon and vice versa. Remove PBOPREFIX newline
* cleanup/proxyWeapon/mk6 compat
* Improve adjustment calcs / wound blood loss / medications
fix func descriptions
Calc wound blood loss on events
reorder includes so scritpmacroMed has global effect
trivial optimization for getCardiacOutput
Fix var
Fix wounds not reopening (nil _category)
Fix surgical kit inherting canBandage conditional
debug hitpoints
Update ACE_Medical_Treatment_Actions.hpp
Use woundBleeding for IS_BLEEDING macro
rework medication vars
comments
Reset var in init / fullHeal
Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Change wound data array
Drop unique id and merge classId and category
* Splinting and treatment and gui
* Add arm fractures and aim effects
* localizations and event
* fix
* cleanup
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* formating, rename bone images
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* disable calls to extension
* Update fnc_onMedicationUsage.sqf
* Medical - Skip unneeded setVars on initUnit (#6949)
* Medical - Transfer state machine state on locality (#6950)
* Medical - Transfer state machine state on locality
* Fix feedback isUnconscious var
* Exclude AI
* Make UAV excludes consistant, formating
* Update fnc_treatmentFullHealLocal.sqf
* reset fractures on respawn
* Add tool to verify stringtable entries exist
* Update circle.yml
* test
* Allow running from root directory as well as from inside the tools directory
* Added localUnits EH
Code by @Commy2
* Init localUnits Variable
* use localUnits for medical_blood statemachine
* use localUnits for medical_ai statemachine
* Remove bracket hell
* Add Deleted EH
* Run at preInit, move to seperate file
* Handle Respawns, Filter Dead
* Add detection for Fake deleted EH
* Use a getter function
* delete all objNull at deletedEH
* Cleanup header/comments
* Move isBleeding check to inside statemachine
* opps
* debug off
* Add uniqueItems function
* Optimize dogtag children actions function
* Optimize getDetonators item search
* Store CfgWeapons lookup in getDetonators
* Update items to use new function
* Update items to use new function 2
* More optimization of uniqueItems function
* Update items to use new function 3
* Add: Now findUnloadPosition support also cargo object
- use of ace_cargo_fnc_getSizeItem to determine size of item
- prefer the config way instead of manually set size
- This will also take into account object manually added to the cargo system with ace_cargo_fnc_setsize
- use the cargo object for ace_cargo_fnc_unloadItem.
* FIX: old work around
* FIX: error when cargo module is not loaded
* As suggested by @orbis2358
This fix handle the case when cargo module is not loaded for scheduled and unscheduled environnement.
* Use ACE framework to check if module is present
* FIX: EFUNC and isEqualto
- _itemSize here is always number
- here we are in common module (addons/common/functions/fnc_findUnloadPosition) so FUNC is ace_common_fnc
* FIX case where config value is `-1`
- if the config value is -1, get the `ace_cargo_size` from the `ace_cargo_fnc_getSizeItem
-
https://github.com/acemod/ACE3/issues/6357#issuecomment-393525374
* Add throw blocking status effect
* Add concertina_wire and tripod support
* Add launcher in hands support
* Disable effect sending more than once
* Fix EFUNC using, add trace
* Disable vanilla throw blocking
* Improve status handling
* Fix rearm status key
* Add CBA setting for modIcons
* Add CBA settings for camera control
* Merge the 2 inverted settings into one
There's no man crazy enough to need one inverted and the other normal
* Add back missing newline
* Change rscCommon, don't redefine base classes
* Change anim to "civil" when not in a weapon or special tab
* Fix current handgun ending up in launchers tab and vice versa
* Change back virtualItems first index to primary secondary handgun
* Add ace_arsenal_hide config check and config entry
* Add dogtags handling in postInit
* Add CBA setting for fontHeight for left and right panel
* magazineGroups
* Add base layout for loadouts GUI
* Prepare the SQF base for the loadouts display
* Continue laying the base for the SQF of the loadouts display
* Add CBA settings for the loadouts display
* Implement button logic for loadouts display
* Finish button logic, start adding filling and button funcs
* Add editBox for loadout names
* Add loadout saving and deleting
* Add loadouts loading
* Add select current after list is refreshed after saving
* Redo button layout, Add rename button, Add messages
* Add double click loading
* Fix loadout deleting not triggering curSel change
* Keep cursor at same index when deleting loadouts
Woops
* Reload pictures when saving over old loadout
* Fix loadout save not updating the pictures properly (again)
* Add close button for loadouts dialog
* Fix weight not updating when using arrows to add / remove items
* Make the arsenal layout a bit prettier
* Start adding non available items and missing mods for loadouts
* Remove useless lines in fillLoadouts
* Move buttonHide above panel fill in loadoutsClose
* Change the way weapons are checked in fillLoadoutsList
* Add weapon in container support for fillLoadoutsList
* Add mag in container check for fillLoadoutsList
* Add item check for containers in fillLoadoutsList
* Fix item duplication when loadout loadouts
* Switch anim to civil for the rest of the tabs that need it
* Make extra sure item duplication won't happen
* Fix right panel hiding issues
* Fix remove all button, use QGVAR for EHs names, add isMP check to share tab
* Fix initBox erroring out if the object is null
* Move loadout checking to it's own func
* Force panel reload every time loadoutList change
I'm forced to do this, I can't save arrays in listnboxes
* Change how loadouts are retrived from the listnbox
* Fix save overwriting existing loadout not updating right row
* Fix indentation in buttonLoadoutsSave
* Fix reserved var error
* Fix fillLoadoutlist tab check
* Fix accessories in containers not being checked properly via verifyLoadout
* Fix binos not being detected properly by verifyLoadout
* Fix pre-filled backpacks not behaving properly
* Add mine detector check in configScan and onArsenalOpen
* Add extra traces
* Add mine detector check in non cached part of addVirtualItems
* Move right panel greying to it's own func
* Fix right panel listnbox for items with mass under 1
* Redo unique items sorting in onArsenalOpen
* Add loadoutSaved EH, handle empty name box for loadout saving
* Reapply inisgnia after loadout is loaded
* Change LoadoutSaved to loadoutSaved
* Rename savedLoadout to onLoadoutSave
* Change buttonLoadoutsSave layout to prepare base weapon saving
* Save base class for weapons when saving loadouts
* Remove unused profiling code related code
* Add not implemented warning messages for export and import
* Fix error when saving with a container or weapon slot being empty
* Remove dogtags from loadout upon loadout saving
* Change how misc item mass is retrieved
* Remove vanilla "NoVoice" from voices to avoid an error related to it
* Use tolower for currentData and itemsToCheck in fillLeftPanel
Avoid camelCase issues with the commands that don't fucking respect it.
* Remove redundant check in postInit
* Fix sharedLoadouts condition in onArsenalOpen, Fix save button logic
* Prepare sharedLoadouts addition
* Add loadout sharing
* Add proper saving and loading for shared loadouts
* Change loadout deleted / unshared EH name, add said EH to unsharing
* Remove shared loadouts from disconnected players
* Fix error in buttonLoadoutsSave, add row when other share a loadout
* Change sharedLoadouts tab curSel selection to lnbData instead of lnbText
* Add data when adding a new row via CBA EH
* Remove mode, add arg to openBox to have arsenal prefilled
* Cleanup buttonClearAll code
* Fix itemInfo behavior when switching between items that don't have logos
Fix#23
* Add copy paste and arrow key support for searchbars
Close#22
* Add back newline at EOF for onKeyDown
* Change default camera setting from non inverted to inverted
* Fix import and export "not implemented" message
* Rename share button to Unshare when loadout selected is shared
* Improve missing items logging, cache verifyLoadout check
* Remove unused var
* Add full 3DEN support
* Remove 3DEN sphere and grid, set helper center dir properly
* Change 3DEN lightsource intensity
* Save 3DEN inventory properly
* Rewrite onArsenalClose 3DEN comment
* Fix sharedLoadouts check
* Add 3DEN support for defaultTab
* Add new event for 3rd parties in buttonCargo
* Move weight update to updateRightPanel for buttonCargo and selChangedListnBox
* Fix defaultLoadout save button
* Remove unallowed command
* Fix arsenal messages not working in 3DEN
* Add export current loadout, Add export defaultLoadoutsList
Signed-off-by: Josuan Albin <josuanalbin@outlook.fr>
* Add import button functionality
* Change export / import messages
* Change message to use scheduled only
* Attempt to sanitize data in import func
* Add a 3DEN attribute to save defaultLoadoutsList, fix shared loadout check
* Replace 2 last traces in verifyLoadout
* Change defaultLoadoutsList export format and add a 3DEN check for it's default value
* Fix original array being modified in fillLoadoutsList
* Improve shared loadout check
* Fix removeVirtualItems not removing Accs, nil virtualItems var in removeBox
* Add zeus support for arsenal rewrite, fix openBox camera check
* Add isPlayer check to arsenal rewrite part of bi module
Arsenal rewrite does not seem to work on remote players, welp, I tried at least
* Fix shared loadouts loadout index being null
Forgot to change that one getVar
* Hide shared column if sharing is disabled on My loadouts tab
* Remove trace from loadoutsLoad, add trace to shared and unshared EHs
* Fix postInit trace
* Fix sharing EHs being broken, remove traces in them, prevent possible issue
yeah, _x params doesn't work there :p
* Fix fillLoadoutsList error
* Start translating and code reviewing
* Add editing vehicle crew loadout support for arsenal
* Move left panel filling above 3DEN handling to avoid float crew members
* Fix onArsenalClose EOF, add header for it
* Move onButton EHs to config, remove placeholder stats func
* Add headers for onLoadouts funcs and verifyLoadout
* Clean up buttonClearAll
* Fix assigned items not being added properly to currentItems on loadout load
* Add more function headers
* Make rename work in default loadouts tab in 3DEN
* Add more functions headers, continue code review
* Add more functions headers, finish code review
* Fix loadout saving to profile from an other tab than my loadouts
* Fix loadout saving even more
* Attempt to fix loadouts handling
From totally broken to somewhat usable.
* Even more fixing
* Add back onLoadoutSave EH
* Add back author message in loadoutSave
* Add back EOF newline
* Add back loadout caching
* Remove unique items from saved and loaded loadouts
* Add unique item support for the remaining container tabs
* Fix mag check for magazine type in container
* Add support for CfgVehicles and CfgGlasses in miscItems
* Add button highlighting for loadouts display, fix mag put and throw check
* Change shared column to show a proper icon
* Revert "Move onButton EHs to config, remove placeholder stats func"
This reverts commit 1be5d92426.
* Add back EOL newline in prep, remove stats placeholder again
* Add part of the german translation
* Add more translations, change how shared button text is managed
* Add scheduled check in openBox to avoid issues with people using addaction
Because you know they will.
* Add translations for import and export messages
* Fix comms tab defaulting to empty
* Align buttons perfectly for loadouts display, translation for delete action
* Add loadout saved translations
* Add load and rename messages translations
* localized interaction name in initBox
* Fix issue when admins deleted a loadout didn't change the icon status for authors
* Fix loadout import, update unique items list after import / loadout load
* Beautify UI a bit
* Add setting to toggle missing / unavailable items RPT logging
* Add settings strings
* Increase button size for main display
* Change DLC logo side in infoBox
* Change loadouts display buttons spacing, change deleteLoadout button active color
* Remove camera rotation limit
* Add polish translation
* German translation by @bux
* Order
* Fix typo in buttonExport, add credits in handleMouse
* Fix right panel item count not updating properly in certain scenarios
* Add loadoutName check when importing default loadouts, change assignedItems check
* Improve onSelChangedRight, fix typos in onSelChangedLeft and handleSearchbar
* Fix syntax check in removeVirtualItems count
* Shorten onSelChangedRightListnbox by improving current tab check
* Improve fillLeftPanel weapon tab filling
* Move lnbSetPicture occurences for the loadouts display to a define
* scan config opti
* Fix RPT logging check in fillLoadoutsList, use picture macro for shared tab
* Fix sharing and RPT logging settings having the same var
* Add newline at EOF for funcs that are missing it
* Move GVAR(sharedLoadoutsVars) to sharedLoadoutsNamespace
* newline eof
commy contributed too!
* Fix delete button not working as intended in public tab
* Replace bis_fnc_baseWeapon with CBA equivalent everywhere outisde of scanConfig
* Revert "Replace bis_fnc_baseWeapon with CBA equivalent everywhere outisde of scanConfig"
This reverts commit 496e6f8223.
* Add new Cfg entry for handling unique items saving, add entry to chemlight shields
* Fix currentMag tab not detecting current mag properly (still experimental)
* Improve left and right filled EHs, add "Dog Tags:" for dogtag uniques
* Change how the right panel first update works
* Fix updateRightPanel very obscure bug and header typo
* Move postInit EHs for medical and dogtags to their respective postInit
* Fix medical postInit typo
* Add currentMag tabs for primary and secondary muzzles properly
* Fix container compatible mags tab not showing anything
* Replace an inline if to select in fillRightPanel
* Attempt to fix accs recognition when switching weapons
* Improve currentMag2 tab show / hide logic
Secondary and handguns can't have a secondary mauzzle
* Add strings for currentMag and currentMag2 tabs
* Readd strings that tabler accidentally removed
* Make sorting for the right panel stay the same when switching items / tabs
* Replace bis_fnc_addWeapon by the addWeapon command
bis_fnc_addWeapon failed when a weapon with the same classname was in one of the player's containers
Add mag for primary muzzle after the weapon is added, is possibly replaced by current mag(s) saved in curentItems
* Replace BIS_fnc_overviewAuthor in itemInfo
It works better
* Display itemInfo box properly for currentMag1 and 2 tabs
* Don't reset arsenal vision mode after quitting arsenal
* Improve showItem
* Remove trace from showItem
* Move getWeight and weight string from movement to common
* Fix typos in addVirtualItems
* Comment back compile cache for common
(Not yet for arsenal, not until it's validated for a merge)
* Replace secondaryMuzzleMag tab icon by @Max255PL 's
* Update @Max255PL 's icon
* Add missing author strings
* Add debug trace for a specific issue
* Add more traces in loadoutsSave
* Fix bug in loadoutsSave, remove debug traces
* Fix typo in loadoutsSave
* Fix uniqueBase cfg check for all cases in loadoutsSave
* Improve whitelisting for current weapon accs and mags
* Update CBA settings strings, change RPT logging to be turned off by default
* Update polish translation by @max255PL
* Fix saving loadouts when no loadout has ever been saved
* Make loadout screen lighter
* Save camera position and view mode for ace arsenal
* Improve loadouts screen presentation
* Improve loadouts screen readability
* Improve camera angle in loadout screen
* Improve loadout renaming, Fix bug linked to renaming
* Fix wrong loadout being used while renaming and color not being reapplied
* Fix other possible issue with renaming
* Change missing items color to be more colorblind friendly
* Fix typo and improve return check in getWeight
* Disable debug and re-enable compile cache for common and arsenal
* Remove uneccessary newline in arsenal's script_component.hpp
* Convert ACE_settings to CBA_settings
* Run Modules Globaly, BWC for SetSetting
* Add support for string settings
* ACE_ServerSettings warning
* Add handler for global setting being changed
* Add deprecated and replaced not to Settings Framework doc
* Remove options menu UI, Move Debug and HeadBug Fix to Options in Pause Menu
* Change modules scope to 1
* Disable debug
* Initial commit
* Change order
* ace-ify functions
* Add function headers, tweak onPylonMirror function
* Finish localization
* Fix trivial idc collision
* Styling
* Add self as author
* Add interaction for the dialog
* Add settings to enable menu and change behaviour
* Add strings
* Move changes into pylons component
* Progress
* Only one function left!
* Fix issues with overlapping players, Use LINKFUNC
* Add progress bar
* I need to switch branches
* Remove old pylon weapons from aircraft
* Explicitly set new pylon's ammo to 0
* Replace magic numbers with ID list
* Align controls properly
* Remove space before eol
* Add ability to add/remove FRIES
* 🐛 Whoops
* Fix logic errors
* Value of 1 means helicopter has built-in FRIES
* Add pilot/gunner switch button
Working on those buttons also helped me improve both the static and
on-the-fly (pun intended) parts of the dialog.
* Add quick zeus module
* Add a way to retrieve scripted pylon turrets
Not entirely reliable, but if used in both rearm and pylons, missions
that only use ace will work perfectly.
* Use getNumber default
* Use common's getPylonTurret
* Make dialog close on apply for zeus
* Handle UI Scaling better
* Prevent progressBar from failing in zeus
* Remove unnecessary stringtable key
* Everything
* Fixed missing ;
* Fix missing ; and double private
* Fixed cannot isNull on number
* Turn _temparture back to isNil
* Fix error from merge
* Fix Magazine Repack underwater - fix#5513
Also prevent common goKneeling function underwater
* Fix loading patients underwater - fix#5515
* Fix load object underwater
* Fix take nozzle on jerry can underwater
* Fix refuel underwater conditions further
* Use isTouchingGround, Make refuel semi-compatible
reports false if head is out of the water, we want true even if we are not diving
* Less interact exceptions duplication
* Use animationState to determine if unit is swimming, create common function and use it instead of isTouchingGround
* Fix condition
* Support dragging underwater
No carrying due to animation timing issues and other misc things
* Allow Medical Legs SelfActions underwater
* Fix fixPosition function underwater (use getPosATL instead of getPos)
* Fix fixPosition's slope adjustment for non-gravity objects, Do the same for objects without simulation as well
* Add load in child actions to medical & captive
* Add actions with proper structure
* Move vehicles actions code to common function
* Simplify code in config, Fix docs
* Remove unused vars
* Fix header example
* Add _distance param to fnc_nearestVehiclesFreeSeat
* Change docs
* Fix spacing
When you load somebody inside a vehicle the ace_common_fnc_loadPerson is
used. This fonction acutually search nearestObjects of type ["Car",
"Air", "Tank", "Ship_F"] to put player inside. Infortunatly, the taru
family with crew place (exemple
:"Land_Pod_Heli_Transport_04_medevac_black_F") are not detected because
the corresponding parent class of
"Land_Pod_Heli_Transport_04_medevac_black_F" is :
["Land_Pod_Heli_Transport_04_medevac_F","Pod_Heli_Transport_04_crewed_base_F","StaticWeapon","LandVehicle","Land","AllVehicles","All"].
To avoid this, the "Pod_Heli_Transport_04_crewed_base_F" parent class
should also be search by nearestobjects.
* Common func to run config tests
* Add map config testing, malden data and reverse map config's latitude
* Headers
* Simplify config levels
* Header
* fix example
- Overhauls the spectator module entirely to share a similar UX to BI's "End Game Spectator" while maintaining some of the extended flexibility of ACE Spectator.
- Simplifies spectator setup by reducing the number of settings. More advanced setup is still possible via the API functions provided.
* fix isFeatureCameraActive for spec
ace_spectator_camera was removed in 77c2b99ee5 .
spectator module initializes three separate cameras instead, of which for example ace_spectator_freeCamera can be used to check if spec mode is active
* use ace_spectator_isSet to check for spec mode
* Add dummy function to zeus UI modules
This removes the message about the module having no function when in SP.
* Fix zeus teleport module for non-local units
BI made a change to the function this module was using. So now it has to
be ran local to the player in question.