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https://github.com/acemod/ACE3.git
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7f04d00b7f
* Added localUnits EH Code by @Commy2 * Init localUnits Variable * use localUnits for medical_blood statemachine * use localUnits for medical_ai statemachine * Remove bracket hell * Add Deleted EH * Run at preInit, move to seperate file * Handle Respawns, Filter Dead * Add detection for Fake deleted EH * Use a getter function * delete all objNull at deletedEH * Cleanup header/comments * Move isBleeding check to inside statemachine * opps * debug off
47 lines
1.6 KiB
Plaintext
47 lines
1.6 KiB
Plaintext
#include "script_component.hpp"
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GVAR(useAceMedical) = ["ace_medical"] call EFUNC(common,isModLoaded);
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// To support public API regardless of component settings
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[QGVAR(spurt), {
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_this call FUNC(spurt);
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}] call CBA_fnc_addEventHandler;
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if (isServer) then {
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GVAR(bloodDrops) = [];
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[QGVAR(bloodDropCreated), {
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params ["_bloodDrop"];
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GVAR(bloodDrops) pushBack _bloodDrop;
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if (count GVAR(bloodDrops) >= MAX_BLOOD_OBJECTS) then {
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private _deletedBloodDrop = GVAR(bloodDrops) deleteAt 0;
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deleteVehicle _deletedBloodDrop;
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};
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[{deleteVehicle _this}, _bloodDrop, BLOOD_OBJECT_LIFETIME] call CBA_fnc_waitAndExecute;
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}] call CBA_fnc_addEventHandler;
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};
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["ace_settingsInitialized", {
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TRACE_1("settingsInitialized", GVAR(enabledFor));
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if (GVAR(enabledFor) == 0) exitWith {}; // 0: disabled
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if ((GVAR(enabledFor) == 1) && {!hasInterface}) exitWith {}; // 1: enabledFor_OnlyPlayers
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private _listcode = if (GVAR(enabledFor) == 1) then {
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{[ACE_player]} // ace_player is only possible local player
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} else {
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EFUNC(common,getLocalUnits) // filter all local units
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};
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private _stateMachine = [_listcode, true] call CBA_statemachine_fnc_create;
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[_stateMachine, {call FUNC(onBleeding)}, {}, {}, "Bleeding"] call CBA_statemachine_fnc_addState;
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["CAManBase", "hit", {
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params ["_unit"];
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if (GVAR(enabledFor) == 1 && {!isPlayer _unit && {_unit != ACE_player}}) exitWith {};
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_this call FUNC(hit);
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}] call CBA_fnc_addClassEventHandler;
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}] call CBA_fnc_addEventHandler;
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