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Medical AI - Add tourniquet support #10158
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} else { | ||
// If the medic is AI, only return tourniquet if enabled | ||
if (missionNamespace getVariable [QEGVAR(medical_ai,requireItems), 0] > 0) then { | ||
[_medic, "ACE_tourniquet"] call EFUNC(common,addToInventory); |
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What happens if an AI medic removes a player-applied tourniquet?
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Depends only the GVAR(requireItems)
setting. If items aren't required, the tourniquets vanishes.
I know it's not ideal, but I don't think we have a way of tracking who applied what (without going through the log/triage card).
Fix treatment items not being removed Bug introduced in #10158
Add tourniquet support for Medical AI
…0179) Fix treatment items not being removed Bug introduced in acemod#10158
When merged this pull request will:
ace_medical_treatment_fnc_tourniquetRemove
has been adapted to accommodate AI medics.There are several loops in which the AI can remain stuck in:
I want to address all of these loops eventually in a PR meant to fix 9970. The idea would be to be able to reassign the medic to another patient if the medic is unable to treat the current patient.
IMPORTANT
Component - Add|Fix|Improve|Change|Make|Remove {changes}
.