Dedmen Miller
7a0a00ea09
Cleanup using SQFLint ( #6485 )
...
* Use private
* Fix wrong spacing
* Fix wrong variable being used
* Cleanup empty line after header
* ace_common_fnc_getCountOfItem
* Remove useless _return variable
* Naming
2018-08-02 15:02:10 +01:00
Dedmen Miller
6bd8542eed
Move #includes before function headers ( #6484 )
2018-07-30 10:22:14 +01:00
Thomas Kooi
c9ad92e92d
Disable debugging ( #6482 )
2018-07-30 00:07:30 +02:00
Thomas Kooi
36f2c5fcc9
Minor code clean up ( #6474 )
...
* Minor code clean up
* refactor(medical): shorten some code
* refactor(medical): use macros for tourniquets
* refactor(medical): pull cache expiry values into script_macros_medical
2018-07-29 22:43:14 +01:00
SilentSpike
2ea7c349ca
Add possibility for lethal organ damage ( #6277 )
...
* Change fatal injury to emulate lethal organ damage
2018-07-29 21:19:04 +01:00
SilentSpike
873ed90cc1
Introduce bleedout condition and fix IV hemorrhage ( #6470 )
...
* Introduce bleedout condition and fix IV hemorrhage
* Update patient info display hemorrhage values
* Update UI info hemorrhage values
2018-07-25 11:40:37 +01:00
SilentSpike
39b1d144e1
Vary time taken to bandage based on circumstances ( #6467 )
2018-07-25 09:35:04 +01:00
commy2
78ee7d4677
simplify animations config
2018-07-21 09:16:05 +02:00
SilentSpike
cde22a675a
Fix ladder dismount animation bug ( #6454 )
...
Not sure of the original reason we interpolate to this ACE unconscious
animation, but removing it seemingly has no effect and fixes all the
other animations that were broken by it.
2018-07-20 22:48:48 +02:00
SilentSpike
0e50aca9d8
Add support to toggle allowDamage ( #6266 )
2018-07-18 19:31:29 +01:00
SilentSpike
34eb5553ea
Move scream and moan sounds to medical feedback ( #6438 )
...
* Move scream and moan sounds to medical feedback
* Move vanilla feedback overrides to medical feedback
* Update all function calls
* Use events to avoid a dependency
2018-07-18 19:21:27 +01:00
SilentSpike
4466f9e785
Strip medical component ( #6442 )
...
* Move litter to `treatment`
* Move eden object attributes to `treatment`
* Move treatment items to `treatment`
* Move bodybag handling to `treatment`
* Move state conditions to `statemachine`
* Move radio addon handling to `feedback`
* Move medical macros to `engine`
* Move medical extension to `damage`
* Fix texture and material paths after move
* Remove duplicate medical menu config
* Remove old faction class
* Remove a bunch of old code
2018-07-18 19:13:25 +01:00
Bismarck
e566cbf35a
Fixes damage redirection issues ( #6231 )
...
Units accumulate damage in the local variables
"ACE_Medical_Engine_$HitXXXX", but these are never reset. The way these
vars are used is as a single-damage-event tracker, and the end result of
not resetting their value when they're done being used is that a
specific $HitXXXX can accumulate enough damage to cause the "select
wound with highest damage" code to always select _it_ for the next wound
event, even if it wasn't the primary target of the last wound event.
I.E. I get shot in the right leg badly. If I then get winged in the left
arm, that wound will end up on my right leg, because when the code runs,
it finds QGVAR($HitRightLeg) > QGVAR($HitLeftArm), and so it applies the
wound to the right leg.
2018-07-16 23:49:06 +02:00
Glowbal
6576e5d014
Fix linting error
2018-07-15 16:28:39 +02:00
Glowbal
9d2e76e67a
More component name fixes and small clean up
2018-07-15 16:24:04 +02:00
commy2
306c449986
implement pr #5385
2018-01-02 16:36:17 +01:00
commy2
6520fdb624
implement pr #5385
2018-01-02 16:34:13 +01:00
PabstMirror
6aa32ce811
Fix setUnconsciousAnim error
2017-09-23 11:46:48 -05:00
PabstMirror
382028e662
Fix updating body part visuals ( #5141 )
2017-06-08 13:50:38 -05:00
PabstMirror
f369ffaa04
Med rw handle fire damage ( #5100 )
...
* Bundle fire damage into bigger chunks
Redo #4223
* Use same values
* Decrease combine cuttoff to 0.1
2017-06-05 11:42:00 -05:00
PabstMirror
e3af1b55a5
Merge branch 'medical-rewrite' into medical-rewrite-effects
2017-03-18 09:56:42 -05:00
PabstMirror
d403f20d71
Adjust addDamageToUnit for rewrite
2017-03-06 15:06:01 -06:00
PabstMirror
97ec22bd9a
Switch heartbeat to waitAndExec, allow switching pain settings
2017-02-18 22:11:40 -06:00
PabstMirror
b87bdfe14a
Fix body-bag action / cleanup
2016-12-09 21:03:52 -06:00
PabstMirror
c431a7d236
Ignore UAV AI hitpoints
2016-12-08 15:53:52 -06:00
ulteq
78bfc0c26d
Simplified damage storage
2016-12-08 11:38:43 +01:00
ulteq
45aa80bed7
Fix leg damage always counted as #vehiclecrash
2016-12-07 16:39:22 +01:00
ulteq
a5ce5b4a34
Medical Rewrite - Continued ( #4744 )
2016-12-05 21:34:20 +01:00
commy2
347be3c222
handle vehicle crashes and add wounds for fall damage
2016-10-20 15:02:24 +02:00
commy2
0370a34672
remove some debug
2016-10-20 12:43:57 +02:00
commy2
f2dfc6dc0e
fixes, tweaks
2016-10-13 20:17:21 +02:00
commy2
5965326ca1
merge basic and adv. bandage actions
2016-10-13 09:47:52 +02:00
commy2
fd6e46b622
make waking up rocket soldier kneel not stand
2016-10-13 01:42:32 +02:00
commy2
71884778dd
animation fixes
2016-10-13 01:16:51 +02:00
commy2
e38845bf45
add ace_kill event handler
2016-10-12 23:20:22 +02:00
commy2
a5d070f829
blood and unconsciousness fixes
2016-10-12 21:59:32 +02:00
commy2
3521bca00b
change blood texture threshold
2016-10-10 15:22:59 +02:00
commy2
b0c0156d75
reduce some overhead
2016-10-07 05:10:43 +02:00
commy2
4bc1c1db56
handle blood visuals
2016-10-07 04:21:01 +02:00
commy2
56c77fed94
prep for new pain aim sway method
2016-10-06 23:44:14 +02:00
commy2
e9586ebccc
use common header file for medical components
2016-10-06 22:40:36 +02:00
commy2
5613ec5d5a
treatment functions and unconsciousness rework
2016-10-06 00:54:57 +02:00
commy2
5875f58604
use new macro
2016-10-02 17:50:17 +02:00
commy2
c93e9e3f3b
fix playSoundInjured wrong args
2016-09-30 13:03:43 +02:00
commy2
bd98e44a94
simplify
2016-09-30 11:52:05 +02:00
commy2
77f21e9441
add some more functions to engine component
2016-09-30 11:23:07 +02:00
commy2
36d244a868
'modernize' primary treatment functions, fix animation issues, add anim speed scaling
2016-09-29 16:00:19 +02:00
commy2
20d00d7cd9
make units scream when they're hit
2016-09-27 21:21:44 +02:00
commy2
5e35204811
woundHandler(SQF), fixes, improvements, more consistent variable naming
2016-09-27 17:29:49 +02:00
commy2
0637a7401e
travis pls
2016-09-26 20:52:08 +02:00
commy2
c21323f9ed
travis
2016-09-26 20:45:29 +02:00
commy2
9f6baca424
port injury parse fnc to medical damage
2016-09-26 20:25:14 +02:00
commy2
8fd7e8335a
simplify and fix medical engine damage
2016-09-26 19:59:00 +02:00
commy2
80232c39cc
add todo note
2016-09-26 19:07:14 +02:00
commy2
4b9873d304
fix various issues with handleDamage engine component
2016-09-26 18:30:39 +02:00
Glowbal
9263cb0f7d
Fix handleDamage not working
2016-09-18 14:05:05 +02:00
Glowbal
811e1cd598
First set up clean up for medical rewrite
2016-09-18 12:05:36 +02:00
commy2
2ac52fb430
remove static fix from vmedical component
2016-08-27 08:50:55 +02:00
commy2
f793a0d8d1
merge medical engine component into medical rewrite branch
2016-07-30 14:00:42 +02:00