- Add task chain prerequisite parsing and startup gating - Split lifecycle, catalog, entity, participant, and reward logic into service objects - Update task modules and docs for chained task flow
37 lines
1.1 KiB
Plaintext
37 lines
1.1 KiB
Plaintext
#include "script_component.hpp"
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PREP_RECOMPILE_START;
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#include "XEH_PREP.hpp"
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PREP_RECOMPILE_END;
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private _category = [QUOTE(MOD_NAME), LLSTRING(displayName)];
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#include "initSettings.inc.sqf"
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[] call FUNC(TaskStateGateway);
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[] call FUNC(TaskLifecycleReporter);
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[] call FUNC(TaskCatalogStore);
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[] call FUNC(TaskEntityRegistry);
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[] call FUNC(TaskParticipantTracker);
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[] call FUNC(TaskRewardService);
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[] call FUNC(TaskInstanceBaseClass);
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[] call FUNC(EntityControllerBaseClass);
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[] call FUNC(AttackTaskBaseClass);
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[] call FUNC(HostageTaskBaseClass);
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[] call FUNC(HostageEntityController);
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[] call FUNC(TargetEntityController);
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[] call FUNC(ShooterEntityController);
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[] call FUNC(HVTEntityController);
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[] call FUNC(CargoEntityController);
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[] call FUNC(ProtectedEntityController);
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[] call FUNC(IEDEntityController);
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[] call FUNC(DefenseEnemyController);
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[] call FUNC(DefuseTaskBaseClass);
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[] call FUNC(DestroyTaskBaseClass);
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[] call FUNC(DeliveryTaskBaseClass);
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[] call FUNC(HVTTaskBaseClass);
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[] call FUNC(DefendTaskBaseClass);
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call FUNC(initTaskStore);
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if !(isNil QGVAR(TaskStore)) then { GVAR(TaskStore) call ["resetMissionState", []]; };
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