#include "script_component.hpp" ["ace_settingsInitialized", { // Only run for AI that does not have to deal with advanced medical if (EGVAR(medical,enableFor) == 1 || {hasInterface && {EGVAR(medical,level) == 2}}) exitWith {}; ["ace_firedNonPlayer", { _unit setVariable [QGVAR(lastFired), CBA_missionTime]; }] call CBA_fnc_addEventHandler; if (hasInterface) then { ["ace_unconscious", { params ["_unit", "_unconscious"]; if (!_unconscious || {_unit != ACE_player}) exitWith {}; private _medic = objNull; { if ((!isPlayer _x) && {[_x] call EFUNC(medical,isMedic)}) exitWith { _medic = _x; }; } forEach (units _unit); if (isNull _medic) exitWith {}; private _healQueue = _medic getVariable [QGVAR(healQueue), []]; _healQueue pushBack _unit; _medic setVariable [QGVAR(healQueue), _healQueue]; }] call CBA_fnc_addEventHandler; }; GVAR(statemachine) = [configFile >> "ACE_Medical_AI_StateMachine"] call CBA_statemachine_fnc_createFromConfig; }] call CBA_fnc_addEventHandler;