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Update from original #2
Commits on Apr 27, 2017
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Commits on Apr 29, 2017
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Commits on Apr 30, 2017
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Commits on May 6, 2017
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Commits on May 14, 2017
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Merge branch 'master' into medical-rewrite
Conflicts: addons/medical/functions/fnc_treatment_failure.sqf addons/medical/functions/fnc_treatment_success.sqf
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Commits on May 22, 2017
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Revert "Add function to check if AI and condition from fatal"
This reverts commit 31e1e29.
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Commits on May 23, 2017
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Commits on Jun 3, 2017
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Merge branch 'master' into medical-rewrite
Conflicts: addons/medical/functions/fnc_determineIfFatal.sqf addons/medical/functions/fnc_displayPatientInformation.sqf
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Commits on Jun 5, 2017
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Med rw handle fire damage (#5100)
* Bundle fire damage into bigger chunks Redo #4223 * Use same values * Decrease combine cuttoff to 0.1
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Tweak randomness for wound bleeding and pain (#5113)
* Tweak randomness for wound bleeding and pain * Scale damage to bodyPartDamage on multi part wounds
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Commits on Jun 8, 2017
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Commits on Jun 10, 2017
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Merge branch 'master' into medical-rewrite
Conflicts: addons/medical/functions/fnc_actionCheckBloodPressure.sqf addons/medical/functions/fnc_actionCheckBloodPressureLocal.sqf addons/medical/functions/fnc_actionCheckPulse.sqf addons/medical/functions/fnc_actionCheckPulseLocal.sqf addons/medical/functions/fnc_actionDiagnose.sqf addons/medical/functions/fnc_actionRemoveTourniquet.sqf addons/medical/functions/fnc_addHeartRateAdjustment.sqf addons/medical/functions/fnc_addToInjuredCollection.sqf addons/medical/functions/fnc_addUnconsciousCondition.sqf addons/medical/functions/fnc_addVitalLoop.sqf addons/medical/functions/fnc_canTreat.sqf addons/medical/functions/fnc_copyDeadBody.sqf addons/medical/functions/fnc_createLitter.sqf addons/medical/functions/fnc_determineIfFatal.sqf addons/medical/functions/fnc_getBloodLoss.sqf addons/medical/functions/fnc_getBloodPressure.sqf addons/medical/functions/fnc_getBloodVolumeChange.sqf addons/medical/functions/fnc_getCardiacOutput.sqf addons/medical/functions/fnc_getHeartRateChange.sqf addons/medical/functions/fnc_getTriageStatus.sqf addons/medical/functions/fnc_getUnconsciousCondition.sqf addons/medical/functions/fnc_handleBandageOpening.sqf addons/medical/functions/fnc_handleCollisionDamage.sqf addons/medical/functions/fnc_handleDamage.sqf addons/medical/functions/fnc_handleDamage_advanced.sqf addons/medical/functions/fnc_handleDamage_advancedSetDamage.sqf addons/medical/functions/fnc_handleDamage_airway.sqf addons/medical/functions/fnc_handleDamage_caching.sqf addons/medical/functions/fnc_handleDamage_fractures.sqf addons/medical/functions/fnc_handleDamage_internalInjuries.sqf addons/medical/functions/fnc_handleDamage_wounds.sqf addons/medical/functions/fnc_handleDamage_woundsOld.sqf addons/medical/functions/fnc_hasMedicalEnabled.sqf addons/medical/functions/fnc_hasTourniquetAppliedTo.sqf addons/medical/functions/fnc_isInStableCondition.sqf addons/medical/functions/fnc_isMedicalVehicle.sqf addons/medical/functions/fnc_itemCheck.sqf addons/medical/functions/fnc_medicationEffectLoop.sqf addons/medical/functions/fnc_modifyMedicalAction.sqf addons/medical/functions/fnc_moduleAdvancedMedicalSettings.sqf addons/medical/functions/fnc_moduleAssignMedicalFacility.sqf addons/medical/functions/fnc_moduleBasicMedicalSettings.sqf addons/medical/functions/fnc_moduleReviveSettings.sqf addons/medical/functions/fnc_parseConfigForInjuries.sqf addons/medical/functions/fnc_playInjuredSound.sqf addons/medical/functions/fnc_reviveStateLoop.sqf addons/medical/functions/fnc_selectionNameToNumber.sqf addons/medical/functions/fnc_setDead.sqf addons/medical/functions/fnc_setHitPointDamage.sqf addons/medical/functions/fnc_setStructuralDamage.sqf addons/medical/functions/fnc_setUnconscious.sqf addons/medical/functions/fnc_showBloodEffect.sqf addons/medical/functions/fnc_treatment.sqf addons/medical/functions/fnc_treatmentAdvanced_CPR.sqf addons/medical/functions/fnc_treatmentAdvanced_CPRLocal.sqf addons/medical/functions/fnc_treatmentAdvanced_bandage.sqf addons/medical/functions/fnc_treatmentAdvanced_bandageLocal.sqf addons/medical/functions/fnc_treatmentAdvanced_fullHeal.sqf addons/medical/functions/fnc_treatmentAdvanced_fullHealLocal.sqf addons/medical/functions/fnc_treatmentAdvanced_medication.sqf addons/medical/functions/fnc_treatmentAdvanced_medicationLocal.sqf addons/medical/functions/fnc_treatmentBasic_bloodbag.sqf addons/medical/functions/fnc_treatmentBasic_bloodbagLocal.sqf addons/medical/functions/fnc_treatmentBasic_epipen.sqf addons/medical/functions/fnc_treatmentBasic_morphine.sqf addons/medical/functions/fnc_treatmentBasic_morphineLocal.sqf addons/medical/functions/fnc_treatmentIV.sqf addons/medical/functions/fnc_treatmentIVLocal.sqf addons/medical/functions/fnc_treatmentTourniquet.sqf addons/medical/functions/fnc_treatmentTourniquetLocal.sqf addons/medical/functions/fnc_treatment_failure.sqf addons/medical/functions/fnc_treatment_success.sqf addons/medical/functions/fnc_unconsciousPFH.sqf addons/medical/functions/fnc_useItem.sqf addons/medical/functions/fnc_vitalLoop.sqf addons/medical_blood/functions/fnc_hit.sqf addons/medical_treatment/functions/fnc_hasItem.sqf addons/medical_treatment/functions/fnc_useItems.sqf
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Commits on Jun 15, 2017
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Add load,unload and radial actions (#5270)
- Add radial actions - Revert back to using 'ACE_isUnconscious'
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Commits on Jun 17, 2017
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[Medical Rewrite] Adding respawn compatibility (#5020)
* Added respawn transition * Removed respawn transition from statemachine and added manual transition comment * Changed transiton to manual. Added easy way to get current status as well * Updated event reference * Fixed manualTransition call * Minor headers changes
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Commits on Jun 18, 2017
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Commits on Sep 23, 2017
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Merge branch 'master' into medical-rewrite
Conflicts: addons/medical/ACE_Medical_SelfActions.hpp addons/medical/CfgVehicles.hpp addons/medical/CfgWeapons.hpp addons/medical/data/model.cfg addons/medical/functions/fnc_treatment.sqf addons/medical/functions/fnc_treatment_failure.sqf addons/medical/functions/fnc_treatment_success.sqf addons/medical/stringtable.xml
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Commits on Sep 25, 2017
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Commits on Sep 26, 2017
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Commits on Sep 27, 2017
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Merge branch 'master' into medical-rewrite
Conflicts: addons/medical/CfgVehicles.hpp addons/medical/XEH_PREP.hpp addons/medical/stringtable.xml
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Commits on Oct 3, 2017
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Merge branch 'master' into medical-rewrite
Conflicts: addons/medical/ACE_Medical_SelfActions.hpp addons/medical/CfgVehicles.hpp addons/medical/XEH_PREP.hpp addons/medical/functions/fnc_treatment.sqf addons/medical/functions/fnc_treatment_failure.sqf addons/medical/functions/fnc_treatment_success.sqf addons/medical_treatment/functions/fnc_actionLoadUnit.sqf
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Commits on Oct 24, 2017
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Merge branch 'master' into medical-rewrite
Conflicts: addons/medical/ACE_Settings.hpp addons/medical/XEH_postInit.sqf addons/medical/functions/fnc_adjustPainLevel.sqf addons/medical/functions/fnc_copyDeadBody.sqf addons/medical/functions/fnc_getTriageStatus.sqf addons/medical/functions/fnc_handleBandageOpening.sqf addons/medical/functions/fnc_handleCollisionDamage.sqf addons/medical/functions/fnc_handleDamage_fractures.sqf addons/medical/functions/fnc_handleDamage_woundsOld.sqf addons/medical/functions/fnc_init.sqf addons/medical/functions/fnc_moduleAssignMedicalFacility.sqf addons/medical/functions/fnc_parseConfigForInjuries.sqf addons/medical/functions/fnc_setDead.sqf addons/medical/functions/fnc_setHitPointDamage.sqf addons/medical/functions/fnc_setUnconscious.sqf addons/medical/functions/fnc_showBloodEffect.sqf addons/medical/functions/fnc_unconsciousPFH.sqf addons/medical/stringtable.xml addons/medical_ai/functions/fnc_healUnit.sqf addons/medical_ai/functions/fnc_isInjured.sqf addons/medical_menu/functions/fnc_handleUI_DisplayOptions.sqf
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Commits on Dec 23, 2017
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Commits on Dec 30, 2017
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Add HealTime modifiers to medical settings (#5188)
* Add modifiers of TreatmentTime of PAK and Medkit to settings * Fix indents and stringtable tags * Fix Healtime vars * Absolute time for PAK to settings * Add Medkit Healtime setting
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Commits on Jan 2, 2018
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Merge pull request #5191 from Arcanum417/medical-rewrite-kill-ai
[Medical Rewrite] Options to enable insta-death for AI
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Merge branch 'medical-rewrite' of https://github.com/acemod/ACE3 into…
… medical-rewrite
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Commits on Apr 11, 2018
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Commits on Apr 18, 2018
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Fix cardiac arrest time scale (#6244)
This was changed from minutes to seconds at some point, but not everywhere. Just making it consistent.
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Commits on Apr 20, 2018
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Fix medical interaction menu bleeding colours
This makes the bloodloss calculation used for the interaction menu icons match the calculation used for the body image.
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Commits on Apr 24, 2018
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Commits on Apr 27, 2018
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Commits on May 8, 2018
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Commits on May 9, 2018
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Commits on May 10, 2018
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Commits on May 11, 2018
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Improves the way medical is storing variables in object space by having a common list of variables names as macros. Makes the code a bit cleaner and ensured consistency across components. Also a handy reference for when working on medical to see what values are all stored.
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Commits on May 22, 2018
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Commits on May 23, 2018
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Commits on Jul 15, 2018
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Commits on Jul 16, 2018
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Merge pull request #6434 from acemod/fix-restructure
Various fixes for the medical restructure branch
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Fixes damage redirection issues (#6231)
Units accumulate damage in the local variables "ACE_Medical_Engine_$HitXXXX", but these are never reset. The way these vars are used is as a single-damage-event tracker, and the end result of not resetting their value when they're done being used is that a specific $HitXXXX can accumulate enough damage to cause the "select wound with highest damage" code to always select _it_ for the next wound event, even if it wasn't the primary target of the last wound event. I.E. I get shot in the right leg badly. If I then get winged in the left arm, that wound will end up on my right leg, because when the code runs, it finds QGVAR($HitRightLeg) > QGVAR($HitLeftArm), and so it applies the wound to the right leg.
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Commits on Jul 17, 2018
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Fix settings in medical rewrite (#6436)
* Fix settings in medical rewrite * Raise spontaneousWakeUpChance to 0.05
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Commits on Jul 18, 2018
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Move vitals loop statemachine events into switch statement (#6443)
- Induce cardiac arrest if unit blood volume drops below half
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Strip medical component (#6442)
* Move litter to `treatment` * Move eden object attributes to `treatment` * Move treatment items to `treatment` * Move bodybag handling to `treatment` * Move state conditions to `statemachine` * Move radio addon handling to `feedback` * Move medical macros to `engine` * Move medical extension to `damage` * Fix texture and material paths after move * Remove duplicate medical menu config * Remove old faction class * Remove a bunch of old code
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Move scream and moan sounds to medical feedback (#6438)
* Move scream and moan sounds to medical feedback * Move vanilla feedback overrides to medical feedback * Update all function calls * Use events to avoid a dependency
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Merge pull request #6301 from acemod/medical-rewrite-restructure
Restructure medical rewrite
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Improvements to vitals and display (#6444)
- Improvements to vitals and display - Fixes some undeclared variables - Adds advanced diagnose: hemorrhage classes. - Original idea for displaying hemorrhage classes belongs to @Arcanum417
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Commits on Jul 19, 2018
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Commits on Jul 20, 2018
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Fix ladder dismount animation bug (#6454)
Not sure of the original reason we interpolate to this ACE unconscious animation, but removing it seemingly has no effect and fixes all the other animations that were broken by it.
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Changes unit vitals rw (#6449)
* Some changes to UnitVitals * increase to 40% chance * Added bloodpressure L above limits cardiac arrest
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Improve unconscious volume handling (#6455)
* Lower player hearing upon entering unconscious * Fix potential for unconscious units to use radio * Evaluate player's volume upon changing unit * Reset player volume on death * Remove unnecessary public variable
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Commits on Jul 21, 2018
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Commits on Jul 25, 2018
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Introduce bleedout condition and fix IV hemorrhage (#6470)
* Introduce bleedout condition and fix IV hemorrhage * Update patient info display hemorrhage values * Update UI info hemorrhage values
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Fix and use hemorrhage stringtable descriptions (#6472)
* Fix hemorrhage stringtable descriptions * Use hemorrhage descriptions always
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Commits on Jul 26, 2018
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Due to be replaced by an alternative treatment option such as a split
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Commits on Jul 29, 2018
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Add possibility for lethal organ damage (#6277)
* Change fatal injury to emulate lethal organ damage
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* Minor code clean up * refactor(medical): shorten some code * refactor(medical): use macros for tourniquets * refactor(medical): pull cache expiry values into script_macros_medical
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Commits on Jul 30, 2018
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Commits on Aug 2, 2018
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Fix GUI bodypart string names (#6490)
* Fixed new names in stringtable * Removed duplicated entries from stringtable * Fixed comma
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* Use private * Fix wrong spacing * Fix wrong variable being used * Cleanup empty line after header * ace_common_fnc_getCountOfItem * Remove useless _return variable * Naming
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Commits on Aug 6, 2018
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Move medical settings into their respective components (#6493)
* Transfer medical AI to CBA setting * Neuter the old settings module I've left the entry in CfgVehicles so that it doesn't cause errors on older missions, but it's just a dumb logic now and does nothing. * Remove medic setting * Move increaseTraining setting * Move fnc_adjustPainlevel to medical_status * Move pain and bleed coefficients to medical_status * Move advanced bandages to medical_treatment * Move advanced medication to medical_treatment * Move advanced diagnose to medical_treatment * Move wound reopening and screams settings * Move damage threshold settings * Move showPain setting * Move statemachine settings * Move pain visualisation setting * Move all treatment usage settings * Move self IV setting * Move remaining settings * Sort treatment setting string categories
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Commits on Aug 8, 2018
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Commits on Aug 11, 2018
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Remove collision of bandage litter (#6495)
* Remove littergeneric collision * Remove collision/shadow from non-litter items * Remove quik clot litter shadow * Add empty shadowLOD to litter
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Commits on Aug 12, 2018
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Reset default state on respawn (#6518)
* Reset default state on respawn * Remove old getUnitState function * Add locality check
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Remove patient treatment animations (#6524)
* Prevent treatment animation on dead bodies This was causing bodies to glitch out on dedicated servers according to feedback * Remove patient animation logic and setting
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Commits on Aug 14, 2018
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* Fix medical menu not reopening regardless of setting * Ensure no heartrate or bloodpressure on death * Fix status variables not being reset on respawn * Fix JIP resetting status variables for all units * Fix heart rate adjustment overflow and
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Commits on Aug 15, 2018
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Fix environmental damage sources (#6515)
* Tidy handle damage code * Fix environmental damage conditions - Vehicle damage would never occur because it doesn't fire all the hitpoints - Missing sanity check on fall damage to check that unit isn't in a vehicle - Getting hit by a vehicle while on foot can be detected by checking for a shooter * Improve collision handling - All collisions have a `_shooter` so we simply first check for that because burning doesn't and it could happen at any velocity - We don't actually care what caused the collision because they should all cause the same type of wounding - The exception is fall damage because we want to prioritise wounding the legs, we assume if the `_unit` had downward velocity and `_shooter == _unit` that it was fall damage (not necessarily always true, but almost always is and there doesn't look to be a more specific way to check).
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Commits on Aug 25, 2018
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Make state change status updates consistent (#6538)
State transitions call respective functions in the status component where unit variables and status are actually handled.
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Commits on Feb 28, 2019
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Update Japanese translation (#6838)
* Update Japanese translation * Update Japanese translation * Update Japanese translation * Update Japanese translation * Update Japanese translation * Update Japanese translation * Update Japanese translation * Update Japanese translation * Update Japanese translation * Update Japanese translation * Update Japanese translation * Update stringtable.xml
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Commits on Mar 5, 2019
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Captives - Use the doApplyHandcuffs function for keybind (#6843)
* Use the doApplyHandcuffs function that cabletie * Update XEH_postInit.sqf
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Arsenal - Fix incorrect muzzle velocity stat displayed on magazine (#…
…6844) * Fix incorrect muzzle velocity displayed on magazine * Apply suggestions from code review Co-Authored-By: dedmen <dedmen@users.noreply.github.com> * Remove garbage file * Script header updates * Update addons/ballistics/functions/fnc_statTextStatement_magazineMuzzleVelocity.sqf Co-Authored-By: dedmen <dedmen@users.noreply.github.com>
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Commits on Mar 8, 2019
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fix to weaponMuzzleVelocity (#6850)
* Fix incorrect muzzle velocity displayed on magazine * Apply suggestions from code review Co-Authored-By: dedmen <dedmen@users.noreply.github.com> * Remove garbage file * Script header updates * Update addons/ballistics/functions/fnc_statTextStatement_magazineMuzzleVelocity.sqf Co-Authored-By: dedmen <dedmen@users.noreply.github.com> * Add Pabst' fix to weaponMuzzleVelocity
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Commits on Mar 9, 2019
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Merge pull request #6855 from acemod/mharis-maintainer
Add mharis001 to ACE3 maintainers list
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Commits on Mar 10, 2019
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Commits on Mar 11, 2019
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UI - Fix selective UI in cargo (#6585)
* UI - Fix selective UI in cargo * Add FFV not in cargo check
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Update stringtable.xml (#6860)
Updated <Portuguese> values for the Saline quantity.
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Commits on Mar 12, 2019
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Safe Mode - Fix disabled laser on safety switch (#6639)
* Fix disabled laser on safety switch * Add workaround for switching to primary weapon * Add UGL check
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Arsenal - Improvements to 3DEN attribute (#6849)
* Improvements to arsenal 3DEN attribute * Better alignment of button * Remove magazineGroups copy
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Add rksl pm II 5-25x56 compat (#6845)
* Add rksl pm II 5-25x56 compat * Combine into existing compat * Update ace_ScopeAdjus values
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[Docs] Update component dependencies
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Add magazines with different tracer colors for some vanilla weapons (#…
…6658) * Add magazines for some vanilla weapons with different tracer colors * Removed obsolete comment * unified naming of tracer magazines * Add CfgMagazineWells * Add 5.8mm mags * Add Minimi boxes * Added 5.56 Drum mags * Add Katiba and 7.62x51 mags * Remove magazine macro to make config easier to read and edit. * Add pictures available in arma files * Add magazines to vanilla magazinWells * Fix wrong base class for Katiba tracer mags * Removed duplicate strings * delete blank lines in stringtable
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Commits on Mar 13, 2019
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tlumaczenie_12_03_2019 (#6865)
Translations - Polish
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Commits on Mar 14, 2019
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Zeus Actions - Fix config code breaking during build (#6864)
* Zeus Actions - Fix config code breaking during build * Update addons/rearm/XEH_preInit.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * formating, add note
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Wiki - Add field rations documentation (#6814)
* Add field rations docs * Add newlines
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Commits on Mar 16, 2019
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Merge pull request #6872 from acemod/fixVersionCheck
version check handle minor versions below 10
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Rewrite rectify. Medical - Add vehicle hint when loading unconscious (#…
…6822) * Rewrite rectify. Medical - Add vehicle hint when loading unconscious * Fix copy paste
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Rewrite rectify convert option (#6825)
* Rewrite Rectify - Adding option to convert vanilla medical gear * Oops
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Commits on Mar 20, 2019
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Cleanup some functions headers and macro using (#6866)
* Cleanup frisking * Cleanup header format * Cleanup FUNC macro using
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More trivial code cleanup (#6859)
* Added a3 include pboprefix * Add defineDIKCodes header * defineDIKCodes include case correct * Use ui_f dikcodes * Fix fnc_checkfiles macro and dll condition * Incorrect macro usage in fnc_getVehiclePos * Incorrect macro usage in fnc_getVehiclePosComplex * Add defineResincl ui_f include * Remove include guard from defineResincl * Incorrect macro usage in fnc_handleMouseButton * Incorrect macro usage in fnc_setMarkerJIP * Semicolon after include * Add defineResinclDesign ui_f include * Incorrect macro usage fnc_rearmSuccessLocal * Incorrect macro usage fnc_rearmSuccessLocal * Stray backslash in fnc_camshake * Incorrect macro usage in fnc_startNozzleInHandsPFH * Incorrect amcro usage in fnc_tag * Incorrect macro usage in fnc_moduleGlobalSetSkill * Reenable linux checkFiles * Non-captialized requiredAddons * Non-captialized requiredAddons
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[Docs] Update component dependencies
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Fixes to unconsciousness and damageTypes systems (#6589)
* Fixes BleedingCoef having impact on bloodloss KO Fixes incorrect var in setUnconscious * Changes method for checking if typeOfDamage is valid Adds check for if typeOfDamage is valid to extension version of woundsHandler * Changes collision wound location select to a weighted system to make it more lethal at faster collisions Adds collision and drowning damage types to config (drowning has no related wounds to prevent wounds being added while drowning). * Fixes unneeded space * Fixes minor mistake (body damage chance should go from 1 to 0 without ever becoming negative)
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Add public function documentation script (#5253)
* Remove obsolete event rename script * Add initial function documenting python script - Currently only finds all public/invalid function files - Method "document_public" is in place to handle the data taken from a function header, but currently unimplemented * Add author/description/arguments processing * Improve console logging and add return processing * Use class based approach for better data handling * Add argument processing with support for notes * Implement rudimentary doc output * Add return and example processing * Fix example variable * Fix documenting no arguments/return * Fix malformed return handling * Improve control flow
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Merge pull request #4605 from acemod/draggingFixes
Disable collision while carrying, Fix floating on disabled simulation objects
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* Add a macro for the bloodloss scaling factor * Adjust bloodloss threshold for red icon * Remove bloodloss color scaling factor The issue is actually the other way round, the factor of 20 would instantly make bodyparts red on taking a wound. * Implemet 10 color steps provided by ShackTac This replaces the old method of colouring the interaction menu icons and body image selections with a new method that has 10 distinct color steps (matching across the icons and the body image). * Use macros for constants * Implement blue damage colouring This re-adds visualisation for colouring based on damage. The case where a limb has a tourniquet will hopefully be handled by an overlayed icon. * Tidy up file structure * Move patient information display to medical_ui * Make common colour conversion code into functions * Add tourniquet icon overlay to body image * Fix mispelling I forgot to commit * Update icon paths to new white cross icon * Clean mess after rebase * Add new medical menu gui * Add updating injury list and body image * Add updating treatment category buttons * Update onMenuClose function * Delete unused functions * Add action buttons and triage card to menu * Move medical menu PFH to separate function * Move setTriageStatus to treatment * Add triage select dropdown * Add toggle button action * Fix mouse moving randomly when opening * Add logs list update and remove unused functions * Hide tourniquet icons by default * Remove CfgInGameUI (already in feedback) * Update patient info display * Update triage card display * Add settings to control interact menu actions * Cleanup files/paths * Move triage status update to common function * Add icons for interact menu actions * Modify icon color for interact menu actions * Update canOpenMenu for new setting * Hide pain information for unconscious * Stringtable cleanup * Use switch for pain text * Change minor triage status to minimal * Fix injury list to use new stringtable entry names * Fix medical actions check when disabled * Skip distance check in same vehicle * More cleanup * Fix CI error * Requested changes * Fix INJURIES string * Fix include after comment block * Fix missing ; Co-Authored-By: mharis001 <34453221+mharis001@users.noreply.github.com>
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Commits on Mar 25, 2019
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Handle old public funcs, fix strings (#6890)
* Handle old public funcs, fix strings * Update addons/medical/XEH_preInit.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
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Merge pull request #4064 from acemod/medical-rewrite
Medical rewrite
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[Docs] Update component dependencies
Automatically committed through Travis CI. [ci skip]
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Medical Rewrite - Remove dropDownTriageCard function (#6907)
* Remove dropDownTriageCard function * Delete fnc_updateTourniquets.sqf
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Commits on Mar 31, 2019
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Interaction - Pass Magazine fixes (#6894)
Use CBA_fnc_compatibleMagazines Fix nil return if no mags Ensure target canAdd
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Cookoff - Reword settings and move to cba (#6892)
* Cookoff - Reword settings and move to cba * Update stringtable.xml
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Add tool to verify stringtable entries exist (#6889)
* Add tool to verify stringtable entries exist * Update circle.yml * test * Allow running from root directory as well as from inside the tools directory
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Commits on Apr 1, 2019
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Add keep engine of vehicles running after getting out (#6885)
Adds a feature which leaves the vehicle engine running after getting out. So, it requires the driver to switch off the engine of the vehicle.
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Medical - Add self interaction when needed (#6912)
* Medical - Add self interaction when needed * Update addons/medical_gui/XEH_postInit.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * Update addons/medical_gui/XEH_postInit.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
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Commits on Apr 2, 2019
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Commits on Apr 3, 2019
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Medical - Add condition for surgicial kit (#6916)
* Added condition canStitch * Update XEH_PREP.hpp * Update addons/medical_treatment/functions/fnc_canStitch.sqf Co-Authored-By: Katalam <39590058+Katalam@users.noreply.github.com> * Added example, removed arguments information and changed > to isEqualTo * Added example in canBandage too
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Zeus/Medical - Fix modules for rewrite (#6914)
* Zeus/Medical - Fix modules for rewrite * move wakeup logic to medical_treatment
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RHS Compat - Add 2 round hellfire to pylon options (#6893)
* RHS Compat - Add 2 rnd hellfire pylon Close #5957 * change magwell name * gvar->addon
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Fastroping - Add user setting to confirm cutting ropes (#6876)
* Fastroping - Add user setting to confirm cutting ropes * always confirm * fix * Update stringtable.xml
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Merge pull request #6921 from acemod/compatCBA2DOptics
compatibility with CBA scripted 2d optics framework
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Commits on Apr 7, 2019
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Medical activity to non local units is not logged (#6925)
* Fixes medical events not appearing in MP (when unit is non local) Adds name to AUTHORS.txt (forgot to do this in other PRs) * Fixes missing oef line * Update addons/medical_treatment/XEH_postInit.sqf Co-Authored-By: redbery <rutger@meijering.me> * delete rogue character
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Commits on Apr 9, 2019
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Ballistics - Remove ace mags from incompatible weapons (#6930)
Close #6924 Co-Authored-By: drofseh <drofseh@users.noreply.github.com>
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Medical Feedback - fix heart rate effect (#6927)
* Medical Fedback - fix heart rate effect and limit setVar for acre/tfar * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * Update XEH_postInit.sqf * use "task_force_radio"
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Commits on Apr 12, 2019
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Merge pull request #6936 from alganthe/fixArsenalNVGBlacklist
[ACE Arsenal] Fix NVGs not being subject to blacklisting in loadouts
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Commits on Apr 16, 2019
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Commits on Apr 19, 2019
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Merge pull request #6953 from acemod/cba-disposable-compat
compatibility with CBA disposable framework
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Commits on Apr 25, 2019
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Refuel - Drop nozzle at unit's feet if no valid pos found (#6957)
* Refuel - Drop nozzle at unit's feet if no valid pos found Fix #6944 * Update fnc_dropNozzle.sqf * Update addons/refuel/functions/fnc_dropNozzle.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
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Common - Don't add UAV AI to localUnits array (#6951)
* Common - Don't add UAV AI to localUnits array * Update addons/common/functions/fnc_setupLocalUnitsHandler.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
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Fastroping - Remove FRIES on vehicle deletion / adjust Ghosthawk Fries (
#6932) * fastroping_fnc_deequipFRIES, remove FRIES on vehicle deletion * Prevent FRIES from clipping into Ghost Hawk right door * UNequipFRIES * Remove fastroping checkVehicleThread * Document FRIES equip and unequip functions
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Commits on Apr 27, 2019
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Medical Feedback - Fix DISABLE_VANILLA_DAMAGE_EFFECTS (#6966)
* Medical Feedback - Fix DISABLE_VANILLA_DAMAGE_EFFECTS * Keep compatibilty with old ace_medical_lastDamageSource var name
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Medical - Improve adjustment calcs / wound blood loss / medications (#…
…6910) * 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> * Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
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[Docs] Update component dependencies
Automatically committed through Travis CI. [ci skip]
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