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e56cc0d74e
* Improve adjustment calcs / wound blood loss / medications fix func descriptions Calc wound blood loss on events reorder includes so scritpmacroMed has global effect trivial optimization for getCardiacOutput Fix var Fix wounds not reopening (nil _category) Fix surgical kit inherting canBandage conditional debug hitpoints Update ACE_Medical_Treatment_Actions.hpp Use woundBleeding for IS_BLEEDING macro rework medication vars comments Reset var in init / fullHeal Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * Change wound data array Drop unique id and merge classId and category * Splinting and treatment and gui * Add arm fractures and aim effects * localizations and event * fix * cleanup * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * formating, rename bone images * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * disable calls to extension * Update fnc_onMedicationUsage.sqf * Medical - Skip unneeded setVars on initUnit (#6949) * Medical - Transfer state machine state on locality (#6950) * Medical - Transfer state machine state on locality * Fix feedback isUnconscious var * Exclude AI * Make UAV excludes consistant, formating * Update fnc_treatmentFullHealLocal.sqf * reset fractures on respawn
51 lines
2.0 KiB
Plaintext
51 lines
2.0 KiB
Plaintext
#include "script_component.hpp"
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[QGVAR(updateDamageEffects), LINKFUNC(updateDamageEffects)] call CBA_fnc_addEventHandler;
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["unit", {
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params ["_new"];
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[_new] call FUNC(updateDamageEffects); // Run on new controlled unit to update QGVAR(aimFracture)
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}, true] call CBA_fnc_addPlayerEventHandler;
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["CAManBase", "init", {
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params ["_unit"];
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// Check if last hit point is our dummy.
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private _allHitPoints = getAllHitPointsDamage _unit param [0, []];
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reverse _allHitPoints;
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if (_allHitPoints param [0, ""] != "ACE_HDBracket") then {
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private _config = [_unit] call CBA_fnc_getObjectConfig;
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if (getText (_config >> "simulation") == "UAVPilot") exitWith {TRACE_1("ignore UAV AI",typeOf _unit);};
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if (getNumber (_config >> "isPlayableLogic") == 1) exitWith {TRACE_1("ignore logic unit",typeOf _unit)};
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ERROR_1("Bad hitpoints for unit type ""%1""",typeOf _unit);
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} else {
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// Calling this function inside curly brackets allows the usage of
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// "exitWith", which would be broken with "HandleDamage" otherwise.
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_unit setVariable [
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QEGVAR(medical,HandleDamageEHID),
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_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}]
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];
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};
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}, nil, [IGNORE_BASE_UAVPILOTS], true] call CBA_fnc_addClassEventHandler;
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#ifdef DEBUG_MODE_FULL
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[QEGVAR(medical,woundReceived), {
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params ["_unit", "_woundedHitPoint", "_receivedDamage", "_shooter", "_ammo"];
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TRACE_5("wound",_unit,_woundedHitPoint, _receivedDamage, _shooter, _ammo);
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//systemChat str _this;
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}] call CBA_fnc_addEventHandler;
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#endif
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// this handles moving units into vehicles via load functions or zeus
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// needed, because the vanilla INCAPACITATED state does not handle vehicles
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["CAManBase", "GetInMan", {
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params ["_unit"];
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if (!local _unit) exitWith {};
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if (lifeState _unit == "INCAPACITATED") then {
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[_unit, true] call FUNC(setUnconsciousAnim);
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};
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}] call CBA_fnc_addClassEventHandler;
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