ACE3/addons/medical/functions/fnc_treatment_success.sqf

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/*
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* Author: KoffeinFlummi, Glowbal
* Callback when the treatment is completed
*
* Arguments:
* 0: The medic <OBJECT>
* 1: The patient <OBJECT>
* 2: SelectionName <STRING>
* 3: Treatment classname <STRING>
* 4: Items available <ARRAY<STRING>>
*
* Return Value:
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* None
*
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* Public: No
*/
#include "script_component.hpp"
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private ["_config", "_callback", "_weaponSelect", "_lastAnim"];
params ["_args"];
_args params ["_caller", "_target", "_selectionName", "_className", "_items", "_usersOfItems"];
if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
_caller removeWeapon "ACE_FakePrimaryWeapon";
};
if (vehicle _caller == _caller) then {
_lastAnim = _caller getVariable [QGVAR(treatmentPrevAnimCaller), ""];
//Don't play another medic animation (when player is rapidily treating)
TRACE_2("Reseting to old animation", animationState player, _lastAnim);
switch (toLower _lastAnim) do {
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case "ainvpknlmstpslaywrfldnon_medic": {_lastAnim = "AmovPknlMstpSrasWrflDnon"};
case "ainvppnemstpslaywrfldnon_medic": {_lastAnim = "AmovPpneMstpSrasWrflDnon"};
case "ainvpknlmstpslaywnondnon_medic": {_lastAnim = "AmovPknlMstpSnonWnonDnon"};
case "ainvppnemstpslaywpstdnon_medic": {_lastAnim = "AinvPpneMstpSlayWpstDnon"};
case "ainvpknlmstpslaywpstdnon_medic": {_lastAnim = "AmovPknlMstpSrasWpstDnon"};
};
[_caller, _lastAnim, 2] call EFUNC(common,doAnimation);
};
_caller setVariable [QGVAR(treatmentPrevAnimCaller), nil];
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_weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnTreatment), []]);
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if ((_weaponSelect params [["_previousWeapon", ""]]) && {(_previousWeapon != "") && {_previousWeapon in (weapons _caller)}}) then {
for "_index" from 0 to 99 do {
_caller action ["SwitchWeapon", _caller, _caller, _index];
//Just check weapon, muzzle and mode (ignore ammo in case they were reloading)
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if (((weaponState _caller) select [0,3]) isEqualTo (_weaponSelect select [0,3])) exitWith {TRACE_1("Restoring", (weaponState _caller));};
if ((weaponState _caller) isEqualTo ["","","","",0]) exitWith {ERROR("weaponState not found");};
};
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} else {
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_caller action ["SwitchWeapon", _caller, _caller, 99];
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};
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// Record specific callback
_config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
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if (GVAR(level) >= 2) then {
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_config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className);
};
_callback = getText (_config >> "callbackSuccess");
if (isNil _callback) then {
_callback = compile _callback;
} else {
_callback = missionNamespace getVariable _callback;
};
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if (!(_callback isEqualType {})) then {_callback = {TRACE_1("callback was NOT code",_callback)};};
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//Get current blood loose on limb (for "bloody" litter)
private _bloodLossOnSelection = 0;
private _partNumber = ([_selectionName] call FUNC(selectionNameToNumber)) max 0;
if ((GVAR(level) >= 2) && {([_target] call FUNC(hasMedicalEnabled))}) then {
//Advanced Medical - Add all bleeding from wounds on selection
private _openWounds = _target getvariable [QGVAR(openWounds), []];
{
_x params ["", "", "_selectionX", "_amountOf", "_bleedingRatio"];
if (_selectionX == _partNumber) then {
_bloodLossOnSelection = _bloodLossOnSelection + (_amountOf * _bleedingRatio);
};
} forEach _openWounds;
TRACE_1("advanced",_bloodLossOnSelection);
} else {
//Basic Medical (just use blodyPartStatus):
private _damageBodyParts = _target getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
_bloodLossOnSelection = _damageBodyParts select _partNumber;
TRACE_1("basic",_bloodLossOnSelection);
};
_args call _callback;
_args pushBack _bloodLossOnSelection;
_args call FUNC(createLitter);
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//If we're not already tracking vitals, start:
if (!(_target getVariable [QGVAR(addedToUnitLoop),false])) then {
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[_target] call FUNC(addToInjuredCollection);
};
["medical_treatmentSuccess", [_caller, _target, _selectionName, _className]] call EFUNC(common,localEvent);