#include "script_component.hpp" //stretcher macro_prep_xeh(stretcher\deploy_stretcher.sqf,deploy_stretcher) macro_prep_xeh(stretcher\put_stretcher_in_backpack.sqf,put_stretcher_in_backpack) macro_prep_xeh(stretcher\drop_stretcher.sqf,drop_stretcher) macro_prep_xeh(stretcher\carry_stretcher.sqf,carry_stretcher) //Zatamas aircraft turrets macro_prep_xeh(attach_turrets\apply_turrets.sqf,apply_aircraft_turrets) macro_prep_xeh(attach_turrets\remove_attached_objects.sqf,remove_attached_objects) //Zatamas aircraft drones macro_prep_xeh(attach_drones\apply_drones.sqf,apply_aircraft_drone) //set mass macro_prep_xeh(mass_changer\set_mass.sqf,set_mass) //droidekka move macro_prep_xeh(movable_scripts\droideka_driver.sqf,droidekka_move) //dwarf move macro_prep_xeh(movable_scripts\dwarf_spider_droid_driver.sqf,dwarf_move) //add healing option macro_prep_xeh(add_healing_action.sqf,add_heal_action) //add dog macro_prep_xeh(add_doggo.sqf,add_doggo) //ATTE UAV init macro_prep_xeh(atte\atte.sqf,atte_uav_init) macro_prep_xeh(atte\create_itt.sqf,create_itt) macro_prep_xeh(atte\create_turrets.sqf,create_atte_turrets) //adds the killed and MPkilled EH to remove attached objects on death. macro_prep_xeh(remove_attached_on_death\add_remove_attached_EH.sqf,add_remove_attached_EH) macro_prep_xeh(remove_attached_on_death\remove_attached.sqf,remove_attached) //warden tow macro_prep_xeh(init\tow.sqf,warden_tow) //init macro_prep_xeh(init\force_b2_walk.sqf,force_b2_walk) macro_prep_xeh(init\specops.sqf,b1_specop_apply_skill) macro_prep_xeh(init\b2_armor.sqf,b2_apply_armor) macro_prep_xeh(init\jam_sandwich.sqf,apply_jammer) macro_prep_xeh(init\aat.sqf,aatInit) //nightvision macro_prep_xeh(nightvision.sqf,nightvision) //magclamp macro_prep_xeh(magclamp\magclamp.sqf,magclamp) macro_prep_xeh(magclamp\fnc_startRefuel.sqf,mc_startRefuel) macro_prep_xeh(magclamp\fnc_canRefuel.sqf,mc_canRefuel) macro_prep_xeh(magclamp\fnc_canStopRefuel.sqf,mc_canStopRefuel) //fortify macro_prep_xeh(fortify_tool\fortify_tool.sqf,fortify_tool) //HUD color macro_prep_xeh(hud_color_change.sqf,change_hud_color) //showe dmg macro_prep_xeh(show_damage_report.sqf,add_show_dmg_report) //Yeet them out call compile preprocessFileLineNumbers 'macro_mod_script_path\add_radio_freq_shower.sqf'; //Mirrors medical menu thingy ["RD501_MedNotif_Message", "EDITBOX", [ "Message", "Message to show to other players, keep it clean. %1 is used as a placeholder for your name." ], "RD501 Medical Notification", call {profileNamespace getVariable ["RD501_MedNotif_Message", "%1 is asking that you kindly hold still."]} ] call cba_settings_fnc_init; diag_log format["RD501_MedNotif[DEBUG]: %1", "Settings Added"]; macro_prep_xeh(medical_notification\add_med_notification.sqf,add_med_notification) //R-2 Recon Drone macro_prep_xeh(infantry_uav\fnc_getRefuelMagazine.sqf,getRefuelMagazine) macro_prep_xeh(infantry_uav\fnc_refuelUAVDrone.sqf,refuelUAVDrone) macro_prep_xeh(infantry_uav\fnc_canRefuel.sqf,canRefuel) macro_prep_xeh(heavy_weapon\fnc_heavyWeaponHandlePlayerWeaponChanged.sqf,heavyWeaponHandlePlayerWeaponChanged) macro_prep_xeh(reload_on_select\fnc_reloadWeaponOnFirstSelected.sqf,reloadWeaponOnFirstSelected) macro_prep_xeh(reload_on_select\fnc_swapToEmptyWeapon.sqf,swapToEmptyWeapon) macro_prep_xeh(reload_on_select\fnc_onWeaponFiredSwapToEmpty.sqf,onWeaponFiredSwapToEmpty) // Flip backpack macro_prep_xeh(flip_vehicle\fnc_flipVehicle.sqf,flipVehicle) macro_prep_xeh(flip_vehicle\fnc_canFlipVehicle.sqf,canFlipVehicle) // Reload Externally macro_prep_xeh(external_reload\fnc_canReloadExternal.sqf,canReloadExternal) macro_prep_xeh(external_reload\fnc_reloadExternal.sqf,reloadExternal) macro_prep_xeh(external_reload\fnc_onReloadExternalHandler.sqf,onReloadExternalHandler) // Heal Nearby macro_prep_xeh(heal_nearby\fnc_healAllNearby.sqf,healAllNearby) // stun macro_prep_xeh(stun\stun.sqf,stun) // Medical CCP macro_prep_xeh(medical_ccp\fnc_stitchAllWounds.sqf,stitchAllWounds) macro_prep_xeh(medical_ccp\fnc_bandageAllWounds.sqf,bandageAllWounds) macro_prep_xeh(medical_ccp\fnc_checkInsideCCP.sqf,checkInsideCCP) macro_prep_xeh(medical_ccp\fnc_stitchAllWoundsNearbyCCP.sqf,stitchAllWoundsNearbyCCP) macro_prep_xeh(medical_ccp\fnc_bandageAllNearbyCCP.sqf,bandageAllNearbyCCP) macro_prep_xeh(medical_ccp\fnc_valueProgressBar.sqf,valueProgressBar) macro_prep_xeh(medical_ccp\fnc_incrementBandageProgress.sqf,incrementBandageProgress) macro_prep_xeh(medical_ccp\fnc_incrementStitchProgress.sqf,incrementStitchProgress) macro_prep_xeh(medical_ccp\fnc_deployCCP.sqf,deployCCP) macro_prep_xeh(medical_ccp\fnc_deployCCPLocal.sqf,deployCCPLocal) macro_prep_xeh(medical_ccp\fnc_deployCCPServer.sqf,deployCCPServer) macro_prep_xeh(medical_ccp\fnc_packupCCP.sqf,packupCCP) macro_prep_xeh(medical_ccp\fnc_packupCCPServer.sqf,packupCCPServer) macro_prep_xeh(medical_ccp\fnc_isDoctor.sqf,isDoctor) macro_prep_xeh(medical_ccp\fnc_canBandageNearbyCCP.sqf,canBandageNearbyCCP) macro_prep_xeh(medical_ccp\fnc_canStitchNearbyCCP.sqf,canStitchNearbyCCP) // Jammer macro_prep_xeh(jammer\fnc_jammerControlActions.sqf,jammerControlActions) macro_prep_xeh(jammer\fnc_jammersAdd.sqf,jammersAdd) macro_prep_xeh(jammer\fnc_jammersAddServer.sqf,jammersAddServer) macro_prep_xeh(jammer\fnc_jammersClear.sqf,jammersClear) macro_prep_xeh(jammer\fnc_jammersClientPFH.sqf,jammersClientPFH) macro_prep_xeh(jammer\fnc_jammersGetLocal.sqf,jammersGetLocal) macro_prep_xeh(jammer\fnc_jammersRemove.sqf,jammersRemove) macro_prep_xeh(jammer\fnc_jammersRemoveServer.sqf,jammersRemoveServer) macro_prep_xeh(jammer\fnc_jammersServerPFH.sqf,jammersServerPFH) macro_prep_xeh(jammer\fnc_jammersUpdateLocal.sqf,jammersUpdateLocal) macro_prep_xeh(jammer\fnc_jammersUpdateServer.sqf,jammersUpdateServer) // Impulse macro_prep_xeh(impulse\fnc_impulseApply.sqf,impulseApply) macro_prep_xeh(impulse\fnc_impulseIncrease.sqf,impulseIncrease) macro_prep_xeh(impulse\fnc_impulseDecrease.sqf,impulseDecrease) macro_prep_xeh(impulse\fnc_impulseApply_LE.sqf,impulseApplyLE) macro_prep_xeh(impulse\fnc_impulseIncrease_LE.sqf,impulseIncreaseLE) macro_prep_xeh(impulse\fnc_impulseDecrease_LE.sqf,impulseDecreaseLE) // Fired Deployables macro_prep_xeh(fired_deployable\fnc_fired_deployable_firedHandler.sqf,fired_deployable_firedHandler) macro_prep_xeh(fired_deployable\fnc_fired_deployable_deployServer.sqf,fired_deployable_deployServer) macro_prep_xeh(fired_deployable\fnc_fired_deployable_loopSoundLocal.sqf,fired_deployable_loopSoundLocal) macro_prep_xeh(fired_deployable\fnc_fired_deployable_endSoundLocal.sqf,fired_deployable_endSoundLocal) macro_prep_xeh(fired_deployable\fnc_fired_deployable_personalShieldDeployServer.sqf,fired_deployable_personalShieldDeployServer) // Droideka Shield macro_prep_xeh(init\deka_shield_init.sqf,deka_shield_init) // JLTS Shield macro_prep_xeh(jlts_shield\fnc_jlts_shield_aiToggle.sqf,jlts_shield_aiToggle) // Volatile macro_prep_xeh(volatile\fnc_volatile_create.sqf,volatile_create) macro_prep_xeh(volatile\fnc_volatile_destroy.sqf,volatile_destroy) macro_prep_xeh(volatile\fnc_volatile_handleDamage.sqf,volatile_handleDamage) // Map Markers macro_prep_xeh(map_markers\fnc_placeDotMarkerAtSelf.sqf,placeDotMarkerAtSelf) // Shield macro_prep_xeh(shield\fnc_shield_checkState.sqf,shield_checkState) macro_prep_xeh(shield\fnc_shield_getTextureSet.sqf,shield_getTextureSet) macro_prep_xeh(shield\fnc_shield_init.sqf,shield_init) macro_prep_xeh(shield\fnc_shield_onDestroy.sqf,shield_onDestroy) macro_prep_xeh(shield\fnc_shield_onHit.sqf,shield_onHit) macro_prep_xeh(shield\fnc_shield_hitHandler.sqf,shield_hitHandler) macro_prep_xeh(shield\fnc_shield_onLowHealth.sqf,shield_onLowHealth) macro_prep_xeh(shield\fnc_shield_onNormalHealth.sqf,shield_onNormalHealth) macro_prep_xeh(shield\fnc_shield_regenPerFrameHandler.sqf,shield_regenPerFrameHandler) // Vehicle EMP macro_prep_xeh(emp_vehicle\fnc_emp_hitVehicle.sqf,emp_hitVehicle) macro_prep_xeh(emp_vehicle\fnc_emp_hitHandler.sqf,emp_hitHandler) macro_prep_xeh(emp_vehicle\fnc_emp_enableVehicle.sqf,emp_enableVehicle) macro_prep_xeh(emp_vehicle\fnc_emp_disableVehicle.sqf,emp_disableVehicle) diag_log "RD501 PREP Complete";