ACE3/addons/medical_statemachine/functions/fnc_localityChangedEH.sqf

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#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Handles locality switch. Will also be called at unit init.
* Because state machine state is local only, when a unit transfers locality we need to manually transition to it's current state
*
* Arguments:
* 0: Unit <OBJECT>
* 1: isLocal <BOOL>
*
* Return Value:
* None
*
* Example:
* [player, true] call ace_medical_statemachine_fnc_localityChangedEH
*
* Public: No
*/
params ["_unit", "_isLocal"];
TRACE_2("localityChangedEH",_unit,_isLocal);
if (!alive _unit) exitWith {};
if (_isLocal) then {
private _currentState = [_unit, EGVAR(medical,STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState;
TRACE_1("local",_currentState);
switch (true) do {
case (IN_CRDC_ARRST(_unit)): {
if (_currentState == "CardiacArrest") exitWith {};
_unit setVariable [VAR_CRDC_ARRST, false]; // force reset vars so setCardiacArrestState can run (enteredStateCardiacArrest will also be called)
_unit setVariable [VAR_UNCON, false];
TRACE_1("manually changing state to CardiacArrest",_currentState);
[_unit, EGVAR(medical,STATE_MACHINE), _currentState, "CardiacArrest", {}, "LocalityChange"] call CBA_statemachine_fnc_manualTransition;
};
case (IS_UNCONSCIOUS(_unit)): {
if (_currentState == "Unconscious") exitWith {};
_unit setVariable [VAR_UNCON, false]; // force reset var so ace_medical_status_fnc_setUnconsciousState can run
TRACE_1("manually changing state to Unconscious",_currentState);
[_unit, EGVAR(medical,STATE_MACHINE), _currentState, "Unconscious", {}, "LocalityChange"] call CBA_statemachine_fnc_manualTransition;
};
case (IS_BLEEDING(_unit) || {IS_IN_PAIN(_unit)}): {
if (_currentState == "Injured") exitWith {};
TRACE_1("manually changing state to Injured",_currentState);
[_unit, EGVAR(medical,STATE_MACHINE), _currentState, "Injured", {}, "LocalityChange"] call CBA_statemachine_fnc_manualTransition;
};
default {
// If locality transfers back and forth, we could be in an old state and should transfer back to default
if (_currentState == "Default") exitWith {};
TRACE_1("manually changing state to Default",_currentState);
[_unit, EGVAR(medical,STATE_MACHINE), _currentState, "Default", {}, "LocalityChange"] call CBA_statemachine_fnc_manualTransition;
};
};
} else {
/*
// Not sure if this is even needed, idea is that on locality transfer we broadcast more up to date info
private _lastTimeUpdated = _unit getVariable [QEGVAR(medical_vitals,lastTimeUpdated), 1e38];
private _deltaT = CBA_missionTime - _lastTimeUpdated;
TRACE_1("not local",_deltaT);
if (_deltaT < 5) then {
// If locality changed and we have recently updated vitals, broadcast globally now
_unit setVariable [VAR_HEART_RATE, GET_HEART_RATE(_unit), true];
_unit setVariable [VAR_BLOOD_PRESS, _unit getVariable [VAR_BLOOD_PRESS, [80, 120]], true];
_unit setVariable [VAR_BLOOD_VOL, GET_BLOOD_VOLUME(_unit), true];
};
*/
};