Files
DayZ-Epoch/dayz_code/init/compiles.sqf
2012-11-09 06:48:59 -06:00

434 lines
22 KiB
Plaintext

/*
FUNCTION COMPILES
*/
//Player only
if (!isDedicated) then {
_config = configFile >> "CfgLoot";
_config1 = configFile >> "CfgMagazines" >> "FoodEdible";
_config2 = configFile >> "CfgWeapons" >> "Loot";
"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self
fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
player_taskHint = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_taskHint.sqf";
building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
//animal_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\animal_monitor.sqf";
building_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\building_monitor.sqf";
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating
player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
control_zombieAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\control_zombieAgent.sqf";
player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
spawn_flies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_flies.sqf";
stream_locationFill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationFill.sqf";
stream_locationDel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationDel.sqf";
stream_locationCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationCheck.sqf";
player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
player_login = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_login.sqf"; //Used to generate ambient music
player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
//player_combatLogged = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_combatLogged.sqf";
player_tameDog = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_tameDog.sqf";
//Objects
object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
//Zombies
zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour
// Vehicle damage fix
vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
//actions
player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
player_chopWood = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_chopWood.sqf";
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf";
player_setTrap = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_setTrap.sqf";
object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
//ui
player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";
player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
//System
player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
onPreloadStarted "dayz_preloadFinished = false;";
onPreloadFinished "dayz_preloadFinished = true;";
// TODO: need move it in player_monitor.fsm
// allow player disconnect from server, if loading hang, kicked by BE etc.
[] spawn {
private["_timeOut"];
_timeOut = 0;
while { _timeOut < 90 } do {
_timeOut = _timeOut + 1;
sleep 1;
};
if ( !dayz_preloadFinished ) then {
endLoadingScreen;
disableUserInput false;
cutText ["Something went wrong! disconnect and try again!", "BLACK OUT",1];
player enableSimulation false;
};
};
dayz_losChance = {
private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
_agent = _this select 0;
_dis = _this select 1;
_maxDis = _this select 2;
// diag_log ("VAL: " + str(_this));
_val = (_maxDis - _dis) max 0;
_maxExp = ((exp 2) * _maxDis);
_myExp = ((exp 2) * (_val)) / _maxExp;
_myExp = _myExp * 0.7;
_myExp
};
ui_initDisplay = {
private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];
disableSerialization;
_display = uiNamespace getVariable 'DAYZ_GUI_display';
_control = _display displayCtrl 1204;
_control ctrlShow false;
if (!r_player_injured) then {
_ctrlBleed = _display displayCtrl 1303;
_ctrlBleed ctrlShow false;
};
if (!r_fracture_legs and !r_fracture_arms) then {
_ctrlFracture = _display displayCtrl 1203;
_ctrlFracture ctrlShow false;
};
_ctrlDogFoodBorder = _display displayCtrl 1501;
_ctrlDogFoodBorder ctrlShow false;
_ctrlDogFood = _display displayCtrl 1701;
_ctrlDogFood ctrlShow false;
_ctrlDogWaterBorder = _display displayCtrl 1502;
_ctrlDogWaterBorder ctrlShow false;
_ctrlDogWater = _display displayCtrl 1702;
_ctrlDogWater ctrlShow false
};
dayz_losCheck = {
private["_target","_agent","_cantSee"];
_target = _this select 0;
_agent = _this select 1;
_cantSee = true;
if (!isNull _target) then {
_tPos = eyePos _target; //(getPosASL _target);
_zPos = eyePos _agent; //(getPosASL _agent);
if ((count _tPos > 0) and (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [(eyePos _target), (eyePos _agent)];
//diag_log ("terrainIntersectASL: " + str(_cantSee));
if (!_cantSee) then {
_cantSee = lineIntersects [(eyePos _target), (eyePos _agent)];
//diag_log ("lineIntersects: " + str(_cantSee));
};
};
};
_cantSee
};
eh_zombieInit = {
private["_unit","_pos"];
//_unit = _this select 0;
//_pos = getPosATL _unit;
//_id = [_pos,_unit] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm";
};
dayz_equipCheck = {
private ["_empty", "_needed","_diff","_success"];
_config = _this;
_empty = [player] call BIS_fnc_invSlotsEmpty;
_needed = [_config] call BIS_fnc_invSlotType;
_diff = [_empty,_needed] call BIS_fnc_vectorDiff;
_success = true;
{
if (_x > 0) then {_success = false};
} forEach _diff;
hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];
_success
};
dayz_disableRespawn = {
private["_display","_btnRespawn"];
if(r_fracture_legs) exitWith {};
disableSerialization;
waitUntil {
_display = findDisplay 49;
!isNull _display;
};
_btnRespawn = _display displayCtrl 1010;
_btnRespawn ctrlEnable false;
};
dayz_disableAbort = {
private["_display","_btnAbort","_combattimeout"];
_combattimeout = player getVariable["combattimeout",0];
if(_combattimeout < time) exitWith {};
disableSerialization;
waitUntil {
_display = findDisplay 49;
!isNull _display;
};
_btnAbort = _display displayCtrl 104;
_btnAbort ctrlEnable false;
};
dayz_spaceInterrupt = {
private ["_dikCode", "_handled"];
_dikCode = _this select 1;
_altState = _this select 4;
_handled = false;
//if (_dikCode == 57) then {_handled = true}; // space
//if (_dikCode in actionKeys 'MoveForward' or _dikCode in actionKeys 'MoveBack') then {r_interrupt = true};
if (_dikCode in actionKeys "MoveLeft") then {r_interrupt = true};
if (_dikCode in actionKeys "MoveRight") then {r_interrupt = true};
if (_dikCode in actionKeys "MoveForward") then {r_interrupt = true};
if (_dikCode in actionKeys "MoveBack") then {r_interrupt = true};
if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true};
if (_dikCode in actionKeys "PushToTalk" and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
[player,50,true,(getPosATL player)] spawn player_alertZombies;
};
if (_dikCode in actionKeys "VoiceOverNet" and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
[player,50,true,(getPosATL player)] spawn player_alertZombies;
};
if (_dikCode in actionKeys "PushToTalkDirect" and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
[player,15,false,(getPosATL player)] spawn player_alertZombies;
};
if (_dikCode in actionKeys "Chat" and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
[player,15,false,(getPosATL player)] spawn player_alertZombies;
};
/*
if ((_dikCode == 0x38 or _dikCode == 0xB8) and (time - dayz_lastCheckBit > 10)) then {
call dayz_forceSave;
};
*/
if (_dikCode in actionKeys "IngamePause") then {
call dayz_forceSave;
_id = [] spawn dayz_disableRespawn;
_id = [] spawn dayz_disableAbort;
};
_handled
};
player_serverModelChange = {
private["_object","_model"];
_object = _this select 0;
_model = _this select 1;
if (_object == player) then {
_model call player_switchModel;
};
};
player_guiControlFlash = {
private["_control"];
_control = _this;
if (ctrlShown _control) then {
_control ctrlShow false;
} else {
_control ctrlShow true;
};
};
gear_ui_offMenu = {
private["_control","_parent","_menu"];
disableSerialization;
_control = _this select 0;
_parent = findDisplay 106;
if (!(_this select 3)) then {
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
};
gear_ui_init = {
private["_control","_parent","_menu","_dspl","_grpPos"];
disableSerialization;
_parent = findDisplay 106;
_control = _parent displayCtrl 6902;
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
dayz_eyeDir = {
private["_vval","_vdir"];
_vval = (eyeDirection _this);
_vdir = (_vval select 0) atan2 (_vval select 1);
if (_vdir < 0) then {_vdir = 360 + _vdir};
_vdir
};
dayz_lowHumanity = {
private["_unit","_humanity","_delay"];
_unit = _this;
if ((_unit distance player) < 15) then {
_humanity = _unit getVariable["humanity",0];
dayz_heartBeat = true;
if (_humanity < -3000) then {
_delay = ((10000 + _humanity) / 5500) + 0.3;
playSound "heartbeat_1";
sleep _delay;
};
dayz_heartBeat = false;
};
};
/*
dayz_meleeMagazineCheck = {
private["_meleeNum","_magType","_wpnType"];
_wpnType = _this;
_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
_meleeNum = ({_x == _magType} count magazines player);
if (_meleeNum > 1) then {
if (player hasWeapon _wpnType) then {
_meleeNum = _meleeNum - 1;
};
for "_i" from 1 to _meleeNum do {
player removeMagazine _magType;
};
};
};
*/
dayz_originalPlayer = player;
};
BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandom.sqf"; //Checks which actions for nearby casualty
//Server Only
if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
} else {
eh_localCleanup = {};
};
progressLoadingScreen 0.8;
//Both
//Start Dynamic Weather
execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";
fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage
zombie_initialize = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\zombie_init.sqf";
object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage
object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit)
object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player or server to monitor changes in cargo contents
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
// Vehicle damage fix
vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle
fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (or local to unit) when gutting an object
local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (or local to unit) when gutting an object
local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
local_sefFuel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf"; //Generated when someone refuels a vehicle
local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player or server to monitor whether they have picked up a new weapon
curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
world_isDay = {if ((daytime < (24 - dayz_sunRise)) and (daytime > dayz_sunRise)) then {true} else {false}};
player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
player_sumMedical = {
private["_character","_wounds","_legs","_arms","_medical"];
_character = _this;
_wounds = [];
if (_character getVariable["USEC_injured",false]) then {
{
if (_character getVariable[_x,false]) then {
_wounds set [count _wounds,_x];
};
} forEach USEC_typeOfWounds;
};
_legs = _character getVariable ["hit_legs",0];
_arms = _character getVariable ["hit_arms",0];
_medical = [
_character getVariable["USEC_isDead",false],
_character getVariable["NORRN_unconscious", false],
_character getVariable["USEC_infected",false],
_character getVariable["USEC_injured",false],
_character getVariable["USEC_inPain",false],
_character getVariable["USEC_isCardiac",false],
_character getVariable["USEC_lowBlood",false],
_character getVariable["USEC_BloodQty",12000],
_wounds,
[_legs,_arms],
_character getVariable["unconsciousTime",0],
_character getVariable["messing",[0,0]]
];
_medical
};
initialized = true;