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Merge pull request #3 from johnb432/dev
1.0.4.0
2 parents 475ac68 + 820cd85 commit 53e6157

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-276
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10 files changed

+23
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.hemtt/project.toml

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@@ -14,3 +14,8 @@ include = [
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"LICENSE",
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"README.md"
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]
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[lints.sqf.var_all_caps]
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options.ignore = [
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"NSM_JUMPPACK_DAMAGE_*",
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]

CHANGELOG.md

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# Changelog for Armor Modifier - ACE 8.12.2024
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1.0.4.0
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- Fixed bug where units were unkillable in Zeus.
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- Removed backwards compatibility with ACE 3.17.1
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- Upped requirement from Arma 2.16 to Arma 2.18
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# Changelog for Armor Modifier - ACE 28.9.2024
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1.0.3.0

addons/main/CfgVersioning.hpp

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@@ -4,7 +4,7 @@ class CfgSettings {
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class PREFIX {
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class Dependencies {
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ACE[] = {"ace_main", {3, 18, 0}, "true"};
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CBA[] = {"cba_main", {3, 16, 0}, "true"};
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CBA[] = {"cba_main", {3, 18, 0}, "true"};
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};
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};
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};

addons/main/XEH_PREP.hpp

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if (getNumber (configFile >> "CfgPatches" >> "ace_main" >> "version") >= 3.18) then {
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PREP(handleDamage,handleDamage);
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} else {
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PREP(handleDamage,handleDamageOld);
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};
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PREP(handleDamage);

addons/main/config.cpp

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@@ -20,6 +20,4 @@ class CfgPatches {
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};
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#include "CfgEventHandlers.hpp"
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// Don't force ACE version until 3.18.0 has been out for a while
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// #include "CfgVersioning.hpp"
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#include "CfgVersioning.hpp"

addons/main/functions/fnc_handleDamage.sqf

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@@ -37,7 +37,11 @@ if (_hitPoint isEqualTo "") then {
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// Damage can be disabled with old variable or via sqf command allowDamage
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if !(isDamageAllowed _unit && {_unit getVariable ["ace_medical_allowDamage", true] || _ignoreAllowDamageACE}) exitWith {_oldDamage};
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// Killing units via End key is an edge case (#10375)
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// This didn't matter pre-Arma 3 2.18 but now this goes through the event handler
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// TODO: Structural fire damage >= 1 in a single damage event could still be caught here and we don't want that, but we haven't found a better way to catch this, fire damage should be small most of the time anyway
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private _newDamage = _damage - _oldDamage;
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if (_structuralDamage && {(abs (_newDamage - 1)) < 0.001 && _ammo == "" && isNull _shooter && isNull _instigator}) exitWith {_damage};
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// _newDamage == 0 happens occasionally for vehiclehit events (see line 80 onwards), just exit early to save some frametime
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// context 4 is engine "bleeding". For us, it's just a duplicate event for #structural which we can ignore without any issues

addons/main/functions/fnc_handleDamageOld.sqf

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addons/main/script_macros.hpp

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#ifdef DISABLE_COMPILE_CACHE
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#undef PREP
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#define PREP(fncName,filename) DFUNC(fncName) = compile preprocessFileLineNumbers QPATHTOF(functions\DOUBLES(fnc,filename).sqf)
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#define PREP(fncName) DFUNC(fncName) = compile preprocessFileLineNumbers QPATHTOF(functions\DOUBLES(fnc,fncName).sqf)
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#else
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#undef PREP
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#define PREP(fncName,filename) [QPATHTOF(functions\DOUBLES(fnc,filename).sqf), QFUNC(fncName)] call CBA_fnc_compileFunction
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#define PREP(fncName) [QPATHTOF(functions\DOUBLES(fnc,fncName).sqf), QFUNC(fncName)] call CBA_fnc_compileFunction
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#endif
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// #include "\z\ace\addons\medical_engine\script_component.hpp"

addons/main/script_mod.hpp

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#define VERSION_AR MAJOR,MINOR,PATCHLVL,BUILD
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// MINIMAL required version for the Mod. Components can specify others..
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#define REQUIRED_VERSION 2.16
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#define REQUIRED_VERSION 2.18
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#define COMPONENT_NAME QUOTE(Armor Modifier - ACE)

addons/main/script_version.hpp

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#define MAJOR 1
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#define MINOR 0
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#define PATCHLVL 3
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#define PATCHLVL 4
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#define BUILD 0

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