Merge pull request #9 from X39/master

update to latest ...
Pushed partial 5.0 patch

Fixed
Added
|- support for HitPart event handler
|- variable X39_MS2_var_Events_EnableSetEvents        - default: false -
enables/disables the usage of the (example) setDamageOf events thrown by
XMS2 using XLib
|- variable X39_MS2_var_Bleeding_EnableBleedingCure       - default:
true  - enables/disables automatic bleeding cure
|- variable X39_MS2_var_Bleeding_AllowBleedingCureWhenAterieDamaged   -
default: false - allows automatic bleeding cure when the aterie is
damaged
|- variable X39_MS2_var_Damage_AllowDeathThroughFullDamageAtHeadHitzone
- default: true  - allows REAL death (alive player => false) for a
fullDamaged head
Removed
|- variable X39_MS2_var_Bleeding_ExplosionModificator
|- X39_MS2_var_Pain_ExtraPainFor*Modificator variables      (duplicate
of X39_MS2_var_Pain_DamagePainFor*Modificator variables)
\- Generic HitZone
Changed
|- X39_MS2_var_Pain_DamagePainForGlobalModificator -->
X39_MS2_var_Pain_DamagePainGlobalModificator
|v- Overhaul of damage model            (more hitzones, more exact hits,
more details & info to be used for calculation of damage)
||- event handler to damage hitzones           (from HandleDamage to
HitPart)
||- X39_MS2_var_Damage_* unit variables          (will now have a new
tag (at *) + are generated automatically at the beginning, see
X39_MS2_var_Internal_HitZones)
||- X39_MS2_var_Bleeding_* unit variables         (will now have a new
tag (at *) + are generated automatically at the beginning, see
X39_MS2_var_Internal_HitZones)
||- X39_MS2_var_Bleeding_AterieDamaged unit variable      (multiple
hitZones can now have aterial damage (differed using hitZoneName at *
position: X39_MS2_var_Bleeding_*AterieDamaged) + are generated
automatically at the beginning with value 10, see
X39_MS2_var_Internal_HitZones first & third param)
||- X39_MS2_var_hasTourniquet unit variable         (multiple hitZones
can now have a tourniquet (differed using hitZoneName at * position:
X39_MS2_var_*HasTourniquet) + are generated automatically at the
beginning with value 10, see X39_MS2_var_Internal_HitZones first & third
param)
||- X39_MS2_fnc_addDamageTo* functions          (will now have a new tag
(at *) + are generated automatically at the beginning, see
X39_MS2_var_Internal_HitZones)
||- X39_MS2_fnc_setDamageOf* functions          (will now have a new tag
(at *) + are generated automatically at the beginning, see
X39_MS2_var_Internal_HitZones)
||- X39_MS2_fnc_getDamageOf* functions          (will now have a new tag
(at *) + are generated automatically at the beginning, see
X39_MS2_var_Internal_HitZones)
||- X39_MS2_fnc_addBleedingTo* functions         (will now have a new
tag (at *) + are generated automatically at the beginning, see
X39_MS2_var_Internal_HitZones)
||- X39_MS2_fnc_setBleedingOf* functions         (will now have a new
tag (at *) + are generated automatically at the beginning, see
X39_MS2_var_Internal_HitZones)
||- X39_MS2_fnc_getBleedingOf* functions         (will now have a new
tag (at *) + are generated automatically at the beginning, see
X39_MS2_var_Internal_HitZones)
||- DamageChanged_* script events           (will now have a new tag (at
*) + are generated automatically at the beginning, see
X39_MS2_var_Internal_HitZones)
||- BleedingChanged_* script events           (will now have a new tag
(at *) + are generated automatically at the beginning, see
X39_MS2_var_Internal_HitZones)
||- X39_MS2_var_Damage_maxDamage* variables         (will now have a new
tag (at *) + are generated automatically at the beginning with value 1,
see X39_MS2_var_Internal_HitZones first param)
||- X39_MS2_var_Damage_*Modificator variables        (will now have a
new tag (at *) + are generated automatically at the beginning with value
1, see X39_MS2_var_Internal_HitZones first param)
||- X39_MS2_var_Damage_EnableHitzone* variables        (will now have a
new tag (at *) + are generated automatically at the beginning with value
true, see X39_MS2_var_Internal_HitZones first param)
||- X39_MS2_var_Bleeding_maxDamage* variables        (will now have a
new tag (at *) + are generated automatically at the beginning with value
1, see X39_MS2_var_Internal_HitZones first param)
||- X39_MS2_var_Bleeding_*Modificator variables        (will now have a
new tag (at *) + are generated automatically at the beginning with value
1, see X39_MS2_var_Internal_HitZones first param)
||- X39_MS2_var_Bleeding_EnableHitzone* variables       (will now have a
new tag (at *) + are generated automatically at the beginning with value
true, see X39_MS2_var_Internal_HitZones first param)
||- X39_MS2_var_Pain_DamagePainFor*Modificator variables     (will now
have a new tag (at *) + are generated automatically at the beginning
with value 1, see X39_MS2_var_Internal_HitZones first param)
||- X39_MS2_var_Bleeding_BleedingCurePerTick variable      (was splitted
into one for each hitZone each initialized with 0.0001)
||- X39_MS2_var_Bleeding_AterialDamageMultiplicator variable
(multiple hitZones can now have aterial damage (differed by suffix at *
position: X39_MS2_var_Bleeding_AterialDamageMultiplicator*) + are
generated automatically at the beginning with value 10, see
X39_MS2_var_Internal_HitZones first & third param)
|\- ALL FUNCTIONS associated with one of those hitZones      (all
hitzones got renamed so all files which used those need to be changed)
|- variable X39_MS2_var_Drugs_Adrenaline_adrenalineAddedThroughShooting
from 0.025 to 0.035
\- X39_MS2_fnc_initUnit function is now forced to be local to the unit
which shall be initialized
Psuhed partial 5.0 patch 2

ALPHA 5.0 - Commit 2
Fixed
Added
|v- Overhaul of the Medical UI
||- QuickActions (just the UI element) <== Fairly simple concept idea:
Do multiple things at once by just simply using a single action (can be
set in serverConfig)
||- Right click menu (right click on ANY body part and it will open
magically)
|\- Multiple humanBody colorations
|- New ModProperties menu entries
||- Animation Speed <== controling how fast the MedicalUi animations
will be played (set to 0 to disable animations and get instant menus
etc.)
|\- Hit Zone Damage Type <== controls which coloration the human body in
the medicalUi will have
\v- function X39_MS2_fnc_setProgressBarTimeout Creates a small
progressbar at the very top position (only one can be active at once! So
check before using the X39_MS2_var_Internal_Overlay_ProgressBarRunning
variable)
\- ProgressBarLike overlay element (its in real a picture ... but due
the fact that its more smooth then using the progressbar, thats ok)
Removed
|- Removed variable X39_MS2_var_MedicalActions_Adrenaline_DamageHealing
|- Removed variable X39_MS2_var_MedicalActions_Morphine_DamageHealing
|- Removed variable X39_MS2_var_MedicalActions_Naloxone_DamageHealing
|- Removed variable
X39_MS2_var_MedicalActions_ColdSpray_TemperatureChange
|- Removed variable X39_MS2_var_MedicalActions_ColdSpray_PainChange
|- Removed variable
X39_MS2_var_MedicalActions_StickyBandage_DamageHealing
|- Removed variable
X39_MS2_var_MedicalActions_StickyBandage_DamageHealing
\- Removed item "Cold Spray" (just was in XMS2 for testing purpose)
Changed
|v- Complete overhaul of the Medical UI
||- More clean & intuitive design
|\- More animated stuff
|- Renamed variable
X39_MS2_var_MedicalActions_Adrenaline_AdrenalineChange -->
X39_MS2_var_Drugs_Adrenaline_AdrenalineChangeOnConsume
|- Renamed variable
X39_MS2_var_MedicalActions_Morphine_AdditionalMorphineValue -->
X39_MS2_var_Drugs_Morphine_MorphineChangeOnConsume
|- Renamed variable
X39_MS2_var_MedicalActions_Naloxone_AdditionalNaloxoneValue -->
X39_MS2_var_Drugs_Naloxone_NaloxoneChangeOnConsume
\- Debug overlay
Pushed partial 5.0 patch 3

Fixed
Added
Removed
\- variables X39_MS2_var_Bleeding_minDamageRequiredFor* (every bullet
hit will now produce bleeding damage)
Changed
|- X39_MS2_var_Damage_ExplosionModificator from 1 to 2
|- X39_MS2_var_Damage_GlobalModificator from 1 to 0.4
\- Opening the MedicalUi will now automatically set you to crouched mode

Also tons of stuff in background which cannot be put into the official
changelog (for example: fixes for stuff created by last partial patch)
Psuhed partial 5.0 patch 4

// - Add status effects to the medicalUi & finalize the implementation
of them
Fixed
\- Shooting resets Adrenaline lvl automatically to the max of shooting
if adrenaline was larger then that
Added
|- Saline Action to the medicalUi right click menu <-- Use this to fill
up blood (currently gets counted as normal blood)
|v- Conscious system is now self caring about getting conscious state
back (better work flow --> Too much morphine? Give some counter medicine
like Naloxone!)
|\- Dynamic WakeUp from knockout conditions (you need to stabilize a
unit to give it the ability to wakeUp (example: You need to heal a unit
to get it up again))
|- variable X39_MS2_var_MedicalActions_SalineBag_BloodChangeP    -
default: 0.15  - sets how much blood a salineBag can refill in percent
(100% => X39_MS2_var_Bleeding_maxBloodInEntireBody)
|v- LimitationSystem (documentation will follow! For now, check the
functions sticked to this changelog entry)
||- Function X39_MS2_fnc_ls_createLimitationObject
||- Function X39_MS2_fnc_ls_createLimitationClass
||- Function X39_MS2_fnc_ls_assignLimitationObject
||- Function X39_MS2_fnc_ls_assignLimitationClass
||- Function X39_MS2_fnc_ls_commitChanges
||- Function X39_MS2_fnc_ls_isAllowedToUse
||- Function X39_MS2_fnc_ls_convertLimitation
|\- Function X39_MS2_fnc_ls_registerLimitation
Removed
\- Dummy interaction menu entry to add blood
Changed
\- items ItemSimulation field <-- makes the items show up in ArmA3s
virtual arsenal
Merge pull request #13 from X39/dev_X39

ALPHA 5.0 patch