* HandleDamage uses armour values to determine which hitpoint was damaged
* Tidied up comments
* Newlines
* Tabs? In MY code?!
* Added uniform caching and option to force disable caching
* Review suggestions
* Review suggestions/code style
* Spelling and select
* Removed unnecessary validity check
* Apply suggestions from code review
Co-Authored-By: commy2 <commy-2@gmx.de>
* Tweaks and optimisations, removed _noCache
Also fixed cache nil vs empty
* Different approach with fewer loops
Lookup is now done per-hitpoint and default values cached
fnc_getItemArmor made a helper function as it's now only a few lines
* Tabs & newlines
* Moved uniform logic inside helper function
* Optimisations
* Tweaks & optimisations, improved formatting
* Ignore explosionShielding
* Moved getArmor back to separate func, add per-unit caching
* Formatting
* Review suggestions
Co-authored-by: commy2 <commy-2@gmx.de>
* Medical - Combine advancedBandages and woundReopening settings
* Improve German translation
Co-Authored-By: Jo David <github@jonathandavid.de>
* restore strings lost in merge
Co-authored-by: Jo David <github@jonathandavid.de>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Adds Icon option for Low blood volume at Medical Feedback
- Adds setting to switch Low blood volume effect with 3 options: Color fading, Icon, Color fading + Icon
- Adds icon to UI on low blood
- Adds icon PAA files
* Review fixes
- Added ACE tags to added controls
- Added defines for GUI position/size
- Added missing newline at EOF
- Updated fnc_effectBloodVolumeIcon (removed usage of uiNamespace and minor changes)
- CBA_fnc_addSetting is now used to init settings
- Icon path macro updated to return formatted path
* Review fixes vol.2
- Removed `disableSerialization` and added default value for indicator control and not null checks to effectBVI function
- Removed defines from RscInGameUI and used a3 defines instead
- Changed formatting of macroses
* Review fixes vol.3
- Fixed exec code of BV setting
- Removed ctrlCommit from eBVI function
- Changed initEffects function to be able to update pain and BV effects only
- Changed control name from `BloodVolumeInfoIndicator` to `bloodVolumeIndicator`
- Various formatting tweaks (spaces/lines/uppercase/periods)
* Review fixed vol.4
- Remove extra checks from eBVI func
- Restores contol's onLoad script using ARR_2(QQGVAR())
For some reason ARMA never returns any muzzle for crewed/non crewed static weapons. Work around this by always returning whatever weapon the static weapon has no matter what