ACE3/addons/medical_blood
Dedmen Miller 7f04d00b7f Add localUnits array and use that inside medical statemachines (#4836)
* 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
2019-02-26 23:28:16 -06:00
..
data Add model.cfg for medical blood (#4489) 2016-09-30 16:29:48 -05:00
functions Add localUnits array and use that inside medical statemachines (#4836) 2019-02-26 23:28:16 -06:00
$PBOPREFIX$ fix pboprefix path 2016-09-19 23:17:10 +02:00
ACE_Settings.hpp Add ACE2 sys_Blood port 2016-09-17 16:52:25 +02:00
CfgEventHandlers.hpp get rid of config and use namespace for blood models 2016-09-19 15:08:38 +02:00
config.cpp Fix medical blood locality / bleeding in vehicles (#4469) 2016-09-29 10:42:56 -05:00
README.md Fix medical blood locality / bleeding in vehicles (#4469) 2016-09-29 10:42:56 -05:00
script_component.hpp convert log macros to cba versions (#4282) 2016-10-02 12:55:31 +02:00
stringtable.xml Remove BOM from stringtables 2018-10-07 11:30:15 +02:00
XEH_postInit.sqf Add localUnits array and use that inside medical statemachines (#4836) 2019-02-26 23:28:16 -06:00
XEH_preInit.sqf Add dev macro to quickly recompile functions (#4699) 2016-11-23 13:35:25 -06:00
XEH_PREP.hpp precompile and cache functions at game start 2016-09-19 14:41:02 +02:00
XEH_preStart.sqf precompile and cache functions at game start 2016-09-19 14:41:02 +02:00

ace_medical_blood

Adds blood visual effect on the ground near a bleeding player.

Maintainers

The people responsible for merging changes to this component or answering potential questions.