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c4d2383005
* Change blood bags - Increase flow rate for basic medical - Don't queue bags * change to ivBags, reset var on init / fullHeal
55 lines
1.7 KiB
Plaintext
55 lines
1.7 KiB
Plaintext
#include "script_component.hpp"
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ADDON = false;
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#include "XEH_PREP.hpp"
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GVAR(injuredUnitCollection) = [];
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private _versionEx = "ace_medical" callExtension "version";
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DFUNC(handleDamage_assignWounds) = if (_versionEx == "") then {
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ACE_LOGINFO_1("Extension %1.dll not installed.","ace_medical");
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DFUNC(handleDamage_woundsOld)
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} else {
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ACE_LOGINFO_2("Extension version: %1: %2","ace_medical",_versionEx);
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DFUNC(handleDamage_wounds)
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};
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call FUNC(parseConfigForInjuries);
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GVAR(HITPOINTS) = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
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GVAR(SELECTIONS) = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
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//Hack for #3168 (units in static weapons do not take any damage):
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//doing a manual pre-load with a small distance seems to fix the LOD problems with handle damage not returning full results
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GVAR(fixedStatics) = [];
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private _fixStatic = {
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params ["_vehicle"];
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private _vehType = typeOf _vehicle;
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TRACE_2("",_vehicle,_vehType);
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if (!(_vehType in GVAR(fixedStatics))) then {
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GVAR(fixedStatics) pushBack _vehType;
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TRACE_1("starting preload",_vehType);
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[{
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1 preloadObject (_this select 0);
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}, {
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TRACE_1("preload done",_this);
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}, [_vehType]] call CBA_fnc_waitUntilAndExecute;
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};
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};
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["StaticWeapon", "init", _fixStatic] call CBA_fnc_addClassEventHandler;
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["Car", "init", _fixStatic] call CBA_fnc_addClassEventHandler;
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addMissionEventHandler ["Loaded",{
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{
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TRACE_1("starting preload (save load)",_x);
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[{
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1 preloadObject (_this select 0);
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}, {
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TRACE_1("preload done",_this);
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}, [_x]] call CBA_fnc_waitUntilAndExecute;
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} forEach GVAR(fixedStatics);
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}];
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ADDON = true;
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