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Ophthalmology - Add manual blinking and eye injuries #296

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@Katalam Katalam commented Apr 24, 2023

When merged, this pull request will:

  • Create a feature to have the need to blink manually
  • Adds an addon keybind for it
  • Adds an addon option to enable or disable
  • Adds an addon option to adjust the time span you need to blink
  • Adds an addon option to adjust the intensity for the post process effect

@MiszczuZPolski MiszczuZPolski added the kind/feature request Release Notes: **ADDED:** label Apr 24, 2023
@MiszczuZPolski MiszczuZPolski added this to the Ongoing milestone Apr 24, 2023
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Katalam commented Apr 24, 2023

The stringtable is pretty fucked atm, some adjustments are needed there

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@MiszczuZPolski MiszczuZPolski left a comment

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I probably missed smth, i am not good with PP Effects so i can't really review this without access to Arma.
I think few things would need to be discussed further.

addons/ophthalmology/functions/fnc_handleTime.sqf Outdated Show resolved Hide resolved
addons/ophthalmology/XEH_postInit.sqf Outdated Show resolved Hide resolved
addons/ophthalmology/XEH_postInit.sqf Outdated Show resolved Hide resolved
addons/ophthalmology/stringtable.xml Show resolved Hide resolved
addons/ophthalmology/stringtable.xml Outdated Show resolved Hide resolved
addons/ophthalmology/stringtable.xml Outdated Show resolved Hide resolved
addons/ophthalmology/ACE_Medical_Treatment_Actions.hpp Outdated Show resolved Hide resolved
addons/ophthalmology/ACE_Medical_Treatment_Actions.hpp Outdated Show resolved Hide resolved
["KAT_EyewasherItem", "KAT_Eyewasher"] call ACEFUNC(common,registerItemReplacement);

["CBA_settingsInitialized", {
if (!GVAR(enable) && !GVAR(enableManualBlinking)) exitWith {};
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but wouldnt that mean that if someone enable this addon, but dont want manual blinking, there wont be dust injury effect?

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No it would not

@MiszczuZPolski MiszczuZPolski changed the title add: manual blinking Ophthalmology - Add manual blinking and eye injuries May 2, 2023
params ["_unit","_dead"];
TRACE_2("handleRespawn",_unit,_dead);

[_unit] call FUNC(fullHealLocal);
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why calling fullHealLocal on respawn?

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because fullHealLocal stores all default variables, this way its easier to keep track of it

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4 participants