#include "script_component.hpp" ADDON = false; #include "XEH_PREP.hpp" GVAR(injuredUnitCollection) = []; private _versionEx = "ace_medical" callExtension "version"; DFUNC(handleDamage_assignWounds) = if (_versionEx == "") then { INFO_1("Extension %1.dll not installed.","ace_medical"); DFUNC(handleDamage_woundsOld) } else { INFO_2("Extension version: %1: %2","ace_medical",_versionEx); DFUNC(handleDamage_wounds) }; call FUNC(parseConfigForInjuries); GVAR(HITPOINTS) = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"]; GVAR(SELECTIONS) = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"]; //Hack for #3168 (units in static weapons do not take any damage): //doing a manual pre-load with a small distance seems to fix the LOD problems with handle damage not returning full results GVAR(fixedStatics) = []; private _fixStatic = { params ["_vehicle"]; private _vehType = typeOf _vehicle; TRACE_2("",_vehicle,_vehType); if (!(_vehType in GVAR(fixedStatics))) then { GVAR(fixedStatics) pushBack _vehType; TRACE_1("starting preload",_vehType); [{ 1 preloadObject (_this select 0); }, { TRACE_1("preload done",_this); }, [_vehType]] call CBA_fnc_waitUntilAndExecute; }; }; ["StaticWeapon", "init", _fixStatic] call CBA_fnc_addClassEventHandler; ["Car", "init", _fixStatic] call CBA_fnc_addClassEventHandler; addMissionEventHandler ["Loaded",{ { TRACE_1("starting preload (save load)",_x); [{ 1 preloadObject (_this select 0); }, { TRACE_1("preload done",_this); }, [_x]] call CBA_fnc_waitUntilAndExecute; } forEach GVAR(fixedStatics); }]; ADDON = true;