ACE3/addons/medical_blood/XEH_postInit.sqf
PabstMirror 3c7ac5a3e4 Fix medical blood locality / bleeding in vehicles (#4469)
* Fix medical blood locality / bleeding in vehicles

- Fix ace_setting
- Don't run on headless if enabledFor = 1
- Don't create blood for non-local units
- Don't create blood when mounted (except static weapons)

* Add readme
2016-09-29 10:42:56 -05:00

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#include "script_component.hpp"
GVAR(useAceMedical) = ["ace_medical"] call EFUNC(common,isModLoaded);
// To support public API regardless of component settings
[QGVAR(spurt), {
_this call FUNC(spurt);
}] call CBA_fnc_addEventHandler;
if (isServer) then {
GVAR(bloodDrops) = [];
[QGVAR(bloodDropCreated), {
params ["_bloodDrop"];
GVAR(bloodDrops) pushBack _bloodDrop;
if (count GVAR(bloodDrops) >= MAX_BLOOD_OBJECTS) then {
private _deletedBloodDrop = GVAR(bloodDrops) deleteAt 0;
deleteVehicle _deletedBloodDrop;
};
[{deleteVehicle _this}, _bloodDrop, BLOOD_OBJECT_LIFETIME] call CBA_fnc_waitAndExecute;
}] call CBA_fnc_addEventHandler;
};
["ace_settingsInitialized", {
TRACE_1("settingsInitialized", GVAR(enabledFor));
if (GVAR(enabledFor) == 0) exitWith {}; // 0: disabled
if ((GVAR(enabledFor) == 1) && {!hasInterface}) exitWith {}; // 1: enabledFor_OnlyPlayers
private _listcode = if (GVAR(enabledFor) == 1) then {
{[ACE_player] select {[_x] call FUNC(isBleeding)}} // ace_player is only possible local player
} else {
{allUnits select {(local _x) && {[_x] call FUNC(isBleeding)}}}; // filter all local bleeding units
};
private _stateMachine = [_listcode, true] call CBA_statemachine_fnc_create;
[_stateMachine, {call FUNC(onBleeding)}, {}, {}, "Bleeding"] call CBA_statemachine_fnc_addState;
["CAManBase", "hit", {
params ["_unit"];
if (GVAR(enabledFor) == 1 && {!isPlayer _unit || {_unit == ACE_player}}) exitWith {};
_this call FUNC(hit);
}] call CBA_fnc_addClassEventHandler;
}] call CBA_fnc_addEventHandler;