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.
- Improvements to vitals and display
- Fixes some undeclared variables
- Adds advanced diagnose: hemorrhage classes.
- Original idea for displaying hemorrhage classes belongs to @Arcanum417
* 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
* 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
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.
* Optimize and cleanup interactEH function
* Add missing fences and improve formatting
* Improve cutDownFence function
* Remove unused sound files and cleanup
* Multi-line condition and fix examples
* Increase PFH delay and use distanceSqr
* Fix wrong order shown in addon category list
Just put 'ACE' at begin
* Typo
* Add/Fix: arsenal, nightvision and others.
common, explosives, maverick, gforces, pylons, hearing, marksers, repair,
flashlights, nametags, interaction, vehicles, medical_menu, medical_ai,
interact_menu, medical