ArmA3FeedbackTracker push (unplanned)
4.3
4.4 changes by phyma

Theses are my changes for the 4.4 version
Updated 4.4

Forgot one thing.
Fixed default value + unitselectionui

Fixed default value + unitselectionui, still problems with setting color
of the symbol. might need a picture per state.
Merge pull request #5 from Phyma/dev_X39

4.4 changes by phyma
4.4 commit

ALPHA 4.4
Fixed
|- 0000058: Strip weapon on target will not remove target weapon
|- 0000061: Other interaction on no target
|- 0000059: Cannot add blood
|- 0000053: Cannot find people in UnitSelectionUI when inside vehicle
|- 0000054: Check distance of target and giver in UI
|- function X39_MS2_fnc_setAterialDamage was not functional if blood
feature was enabled
|- function X39_MS2_fnc_getAterialDamage always returned incorrect
values but when you disabled blood features
\- X39_MS2_fnc_setAterialDamage && X39_MS2_fnc_getAterialDamage now also
reacting to variable X39_MS2_var_Bleeding_EnableAterialDamage
Added
|- variable X39_MS2_var_Bleeding_EnableClotting        - default: true -
enables/disables blood clotting (will affect how fast you bleed out
etc.)
|- variable X39_MS2_var_Bleeding_knockOutAtPBloodPresureUpperEnd   -
default: 1.25 - Defines the upper end in percent when the blood presure
will knock you out
|- variable X39_MS2_var_Bleeding_knockOutAtPBloodPresureLowerEnd   -
default: 0.75 - Defines the lower end in percent when the blood presure
will knock you out
|- variable X39_MS2_var_Bleeding_killAtPBloodPresureUpperEnd    -
default: 1.5 - Defines the upper end in percent when the blood presure
will kill you
|- variable X39_MS2_var_Bleeding_killAtPBloodPresureLowerEnd    -
default: 0.5 - Defines the lower end in percent when the blood presure
will kill you
|- variable X39_MS2_var_Bleeding_EnableBloodPresureForBleedingTick   -
default: true - allows XMS2 to use bloodPresure inside of the
bleedingTick to make it more immersive
\- variable X39_MS2_var_Bleeding_BloodPresureCanKill      - default:
true - BloodPresure is not only able to knock you out and instead can
also kill you
Removed
Changed
|- Reduced simulation speed (X39_MS2_var_Internal_ticker_minTickRate
0.25 --> 0.5) to reduce script load
\- BloodPresure message is now using the new X39_MS2_fnc_getBloodPresure
function

Also added DEBUG_CODE_INV & DEBUG_CODE_INV_SC defines to the debug.hpp
file to make some special debuging tricks possible :cat:
ALPHA 4.5

Fixed
|- 0000056: No kill/blackout screen << blackOutScreen was displayed but
instant kill has always happened
|- BlackOutDisplays random screen in only faded out
\- when dropping a conscious unit they always go into the unconscious
animation
Added
\v- morphine is now able to blackOut units
|- variable X39_MS2_var_Drugs_Morphine_morphineOverdoseCanKnockOut   -
default: 0.5 - allows morphine overdoses to black you out
|- variable X39_MS2_var_Drugs_Morphine_morphineBlackOutPointP    -
default: 0.5 - morphine level in percent when morphine will black you
out
|- variable X39_MS2_var_DialogControl_BlackOutDialog_EnableRespawnButton
- default: true - enables/disables the respawn button at the top left
when blackedOut
\- variable X39_MS2_var_DialogControl_BlackOutDialog_EnableAbortButton
- default: true - enables/disables the abort button at the top left when
blackedOut
Removed
\- function X39_MS2_fnc_doHeartPulseDependingActions
Changed
|- blackOutDisplay will now show content of
STR_X39_MS2_Scripting_DialogControl_BlackOutDialog_FlatLine instead of 0
|- Renamed X39_MS2_var_Heart_knockOutSmallerMinPulseManipulator to
X39_MS2_var_Heart_BlackedOutPulseModificator
\- pain sound has been moved into the sound tick
Implemented base system for hitPartEventHandler
Implemented hitPart test event handler
Fixed some syntax&logic errors ...

the benefits of a crappy language without propper debuging tools ...
Merge pull request #2 from X39/hitPartEventHandler

Hit part event handler