#include "script_component.hpp" // Handle pain changes on injury [QEGVAR(medical,injured), LINKFUNC(adjustPainLevel)] call CBA_fnc_addEventHandler; // Add inventory and open backpack actions to units [QGVAR(addInventoryActions), LINKFUNC(addInventoryActions)] call CBA_fnc_addEventHandler; // apply to all living and dead now { [QGVAR(addInventoryActions), _x] call CBA_fnc_localEvent; } forEach (allUnits + allDeadMen); // apply to all future units ["CAManBase", "init", LINKFUNC(addInventoryActions), true, [], false] call CBA_fnc_addClassEventHandler; // Respawn is called locally ["CAManBase", "respawn", { params ["_unit"]; if (!local _unit) exitWith {}; [QGVAR(addInventoryActions), _unit] call CBA_fnc_globalEvent; }, true] call CBA_fnc_addClassEventHandler; // Handle comms status effects for spectator // Separate from medical_feedback as these affect unit behavior rather than what the player sees ["featureCamera", { params ["_unit", "_newCamera"]; if (_unit isNotEqualTo ACE_player) exitWith {}; if (_newCamera == "") then { // switched back to player view private _status = IS_UNCONSCIOUS(_unit); [_unit, _status] call FUNC(setStatusEffects); } else { [_unit, false, true] call FUNC(setStatusEffects); }; }] call CBA_fnc_addPlayerEventHandler;