ulteq
5ee1df424d
Minor performance tweaks ( #5796 )
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* Medical_ai - Optimize 'fnc_isInjured'
* Laserpointer - Optimize 'fnc_onDraw'
* Overheating - Skip ground detection if possible
* Overheating - Replace function call with inline code
* Overheating - Nest 'firedEH' abort conditions
* Overheating - Remove duplicate code / Skip function call if possible
* Overheating - Cache energy increment
2017-11-23 11:13:58 +01:00
LordGolias
8d9c17ed88
Made AI medic use epipen on unconscious patients ( #5433 )
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* Made AI medic use epipen on unconscious patients
* Fix epi heal args, use non-local treatment funcs
2017-10-14 20:43:53 +02:00
Phyma
ffaa195fe5
Conform function headers to coding guidelines ( #5255 )
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* Fixed headers to work with silentspike python script
* Fixed rest of the files
* Fixed ace-team
2017-06-08 15:31:51 +02:00
Skully71
9b22f94374
Ensure movingToInjured is false whenever _target no longer needs healing, fixes #4797 ( #4800 )
2017-01-02 14:02:43 +01:00
PabstMirror
0746264905
MedicalAI - Fix treatment animion with no weapon ( #4633 )
2016-11-04 00:01:58 +01:00
BaerMitUmlaut
b1f6973772
Filter player medics ( #4444 )
2016-09-20 16:01:54 +02:00
BaerMitUmlaut
1601f6a7b7
Disable medical AI for remote controlled AI
2016-09-12 17:06:14 +02:00
BaerMitUmlaut
278e7fa800
Add Medical AI implementation for basic medical ( #4311 )
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* 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
2016-09-04 11:25:03 +02:00