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Medical AI - Header fixes (#10140)
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Header fixes for medical AI
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johnb432 authored Jul 23, 2024
1 parent 43c1f97 commit cb3c18c
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Showing 12 changed files with 20 additions and 18 deletions.
2 changes: 1 addition & 1 deletion addons/medical_ai/XEH_postInit.sqf
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Expand Up @@ -2,6 +2,7 @@

["CBA_settingsInitialized", {
TRACE_1("settingsInitialized",GVAR(enabledFor));

if (GVAR(enabledFor) == 0) exitWith {}; // 0: disabled
if ((GVAR(enabledFor) == 1) && {!isServer} && {hasInterface}) exitWith {}; // 1: Don't Run on non-hc Clients

Expand All @@ -20,5 +21,4 @@
}] call CBA_fnc_addClassEventHandler;

#include "stateMachine.inc.sqf"

}] call CBA_fnc_addEventHandler;
2 changes: 1 addition & 1 deletion addons/medical_ai/XEH_preInit.sqf
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Expand Up @@ -13,6 +13,6 @@ if (isNil QGVAR(timeSafe_shoot)) then { GVAR(timeSafe_shoot) = 30; };
if (isNil QGVAR(timeSafe_hit)) then { GVAR(timeSafe_hit) = 30; };
if (isNil QGVAR(timeSafe_suppressed)) then { GVAR(timeSafe_suppressed) = 30; };

GVAR(itemHash) = uinamespace getVariable QGVAR(itemHash);
GVAR(itemHash) = uiNamespace getVariable QGVAR(itemHash);

ADDON = true;
4 changes: 2 additions & 2 deletions addons/medical_ai/functions/fnc_canRequestMedic.sqf
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Expand Up @@ -4,13 +4,13 @@
* Checks if there is a medic available in the unit's group.
*
* Arguments:
* None
* Unit <OBJECT>
*
* Return Value:
* Can request medic <BOOL>
*
* Example:
* player call ACE_medical_ai_fnc_canRequestMedic
* player call ace_medical_ai_fnc_canRequestMedic
*
* Public: No
*/
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4 changes: 2 additions & 2 deletions addons/medical_ai/functions/fnc_healSelf.sqf
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Expand Up @@ -4,13 +4,13 @@
* Makes the unit heal itself.
*
* Arguments:
* None
* Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* call ACE_medical_ai_fnc_healSelf
* cursorObject call ace_medical_ai_fnc_healSelf
*
* Public: No
*/
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5 changes: 3 additions & 2 deletions addons/medical_ai/functions/fnc_healUnit.sqf
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Expand Up @@ -4,16 +4,17 @@
* Makes a medic heal the next unit that needs treatment.
*
* Arguments:
* None
* Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* call ACE_medical_ai_fnc_healUnit
* cursorObject call ace_medical_ai_fnc_healUnit
*
* Public: No
*/

// Player will have to do this manually of course
if ([_this] call EFUNC(common,isPlayer)) exitWith {};
// Can't heal other units when unconscious
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2 changes: 1 addition & 1 deletion addons/medical_ai/functions/fnc_healingLogic.sqf
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Expand Up @@ -11,7 +11,7 @@
* Nothing
*
* Example:
* [a, b] call ACE_medical_ai_fnc_healingLogic
* [cursorObject, cursorObject] call ace_medical_ai_fnc_healingLogic
*
* Public: No
*/
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2 changes: 1 addition & 1 deletion addons/medical_ai/functions/fnc_isInjured.sqf
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Expand Up @@ -10,7 +10,7 @@
* Does unit need treatment <BOOL>
*
* Example:
* player call ACE_medical_ai_fnc_isInjured
* cursorObject call ace_medical_ai_fnc_isInjured
*
* Public: No
*/
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2 changes: 1 addition & 1 deletion addons/medical_ai/functions/fnc_isSafe.sqf
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Expand Up @@ -10,7 +10,7 @@
* Is unit safe enough <BOOL>
*
* Example:
* call ACE_medical_ai_fnc_isSafe
* cursorObject call ace_medical_ai_fnc_isSafe
*
* Public: No
*/
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4 changes: 2 additions & 2 deletions addons/medical_ai/functions/fnc_itemCheck.sqf
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@@ -1,7 +1,7 @@
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Checks if AI healer has items
* Checks if AI healer has items.
*
* Arguments:
* 0: Healer <OBJECT>
Expand All @@ -13,7 +13,7 @@
* 2: Treatment <STRING> (Optional)
*
* Example:
* [cursorObject, "@bandage"] call ACE_medical_ai_fnc_itemCheck
* [cursorObject, "@bandage"] call ace_medical_ai_fnc_itemCheck
*
* Public: No
*/
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3 changes: 2 additions & 1 deletion addons/medical_ai/functions/fnc_playTreatmentAnim.sqf
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Expand Up @@ -12,10 +12,11 @@
* None
*
* Example:
* [bob, true, true] call ACE_medical_ai_fnc_playTreatmentAnim
* [cursorObject, true, true] call ace_medical_ai_fnc_playTreatmentAnim
*
* Public: No
*/

params ["_unit", "_actionName", "_isSelfTreatment"];
TRACE_3("playTreatmentAnim",_unit,_actionName,_isSelfTreatment);

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4 changes: 2 additions & 2 deletions addons/medical_ai/functions/fnc_requestMedic.sqf
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Expand Up @@ -4,13 +4,13 @@
* Sends a request to the units assigned medic to heal it.
*
* Arguments:
* None
* Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* call ACE_medical_ai_fnc_requestMedic
* cursorObject call ace_medical_ai_fnc_requestMedic
*
* Public: No
*/
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4 changes: 2 additions & 2 deletions addons/medical_ai/functions/fnc_wasRequested.sqf
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Expand Up @@ -4,13 +4,13 @@
* Checks if the unit was requested to treat another unit.
*
* Arguments:
* None
* Unit <OBJECT>
*
* Return Value:
* Was requested <BOOL>
*
* Example:
* call ACE_medical_ai_fnc_wasRequested
* cursorObject call ace_medical_ai_fnc_wasRequested
*
* Public: No
*/
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