ACE3/addons/medical_engine/XEH_postInit.sqf

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#include "script_component.hpp"
["CAManBase", "init", {
params ["_unit"];
// Check if last hit point is our dummy.
private _allHitPoints = getAllHitPointsDamage _unit param [0, []];
reverse _allHitPoints;
if (_allHitPoints param [0, ""] != "ACE_HDBracket") then {
ERROR_1("Bad hitpoints for unit type ""%1""",typeOf _unit);
} else {
// Calling this function inside curly brackets allows the usage of
// "exitWith", which would be broken with "HandleDamage" otherwise.
_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}];
};
}, nil, nil, true] call CBA_fnc_addClassEventHandler;
#ifdef DEBUG_MODE_FULL
[QGVAR(woundReceived), {
diag_log _this;
systemChat str _this;
}] call CBA_fnc_addEventHandler;
#endif
// Kill vanilla bleeding feedback effects.
#ifdef DISABLE_VANILLA_DAMAGE_EFFECTS
[{
{isNil _x} count [
"BIS_fnc_feedback_damageCC",
"BIS_fnc_feedback_damageRadialBlur",
"BIS_fnc_feedback_damageBlur"
] == 0
}, {
{
ppEffectDestroy _x;
} forEach [
BIS_fnc_feedback_damageCC,
BIS_fnc_feedback_damageRadialBlur,
BIS_fnc_feedback_damageBlur
];
}] call CBA_fnc_waitUntilAndExecute;
#endif
// this handles moving units into vehicles via load functions or zeus
// needed, because the vanilla INCAPACITATED state does not handle vehicles
["CAManBase", "GetInMan", {
params ["_unit"];
if (lifeState _unit == "INCAPACITATED") then {
[_unit, true] call FUNC(setUnconsciousAnim);
};
}] call CBA_fnc_addClassEventHandler;