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4466f9e785
* 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
25 lines
1.3 KiB
Plaintext
25 lines
1.3 KiB
Plaintext
#include "script_component.hpp"
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[QEGVAR(medical,initialized), FUNC(checkItems)] call CBA_fnc_addEventHandler;
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["loadout", FUNC(checkItems)] call CBA_fnc_addPlayerEventHandler;
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// Handle bodybags and litter on server
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if (isServer) then {
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[QGVAR(createLitterServer), FUNC(litterHandleCreate)] call CBA_fnc_addEventHandler;
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["ace_placedInBodyBag", FUNC(serverRemoveBody)] call CBA_fnc_addEventHandler;
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};
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// treatment events
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[QGVAR(treatmentBandageLocal), FUNC(treatmentBandageLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(treatmentTourniquetLocal), FUNC(treatmentTourniquetLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(treatmentMedicationLocal), FUNC(treatmentMedicationLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(treatmentIVLocal), FUNC(treatmentIVLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(treatmentCPRLocal), FUNC(treatmentCPRLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(treatmentPartialHealLocal), FUNC(treatmentPartialHealLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(treatmentFullHealLocal), FUNC(treatmentFullHealLocal)] call CBA_fnc_addEventHandler;
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// action events
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[QGVAR(actionCheckPulseLocal), FUNC(actionCheckPulseLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(actionCheckBloodPressureLocal), FUNC(actionCheckBloodPressureLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(actionPlaceInBodyBag), FUNC(actionPlaceInBodyBag)] call CBA_fnc_addEventHandler;
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