ACE3/addons/zeus/functions/fnc_moduleSetMedicalFacility.sqf

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#include "..\script_component.hpp"
/*
* Author: kymckay, Glowbal
* Assigns a medic role from the medical module to a unit
*
* Arguments:
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* 0: The module logic <OBJECT>
* 1: Synchronized units <ARRAY>
* 2: Activated <BOOL>
*
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* Return Value:
* None
*
* Example:
* [LOGIC, [bob, kevin], true] call ace_zeus_fnc_moduleSetMedicalFacility
*
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* Public: No
*/
params ["_logic"];
if !(local _logic) exitWith {};
if !(GETEGVAR(medical,enabled,false)) then {
[LSTRING(RequiresAddon)] call FUNC(showMessage);
} else {
private _mouseOver = GETMVAR(bis_fnc_curatorObjectPlaced_mouseOver,[""]);
if ((_mouseOver select 0) != "OBJECT") then {
[LSTRING(NothingSelected)] call FUNC(showMessage);
} else {
private _unit = (_mouseOver select 1);
if (_unit isKindOf "Man" || {!(_unit isKindOf "Building")}) then {
[LSTRING(OnlyStructures)] call FUNC(showMessage);
} else {
if !(alive _unit) then {
[LSTRING(OnlyAlive)] call FUNC(showMessage);
} else {
if (GETVAR(_unit,EGVAR(captives,isHandcuffed),false)) then {
[LSTRING(OnlyNonCaptive)] call FUNC(showMessage);
} else {
if !(GETVAR(_unit,EGVAR(medical,isMedicalFacility),false)) then {
_unit setVariable [QEGVAR(medical,isMedicalFacility), true, true];
};
};
};
};
};
};
deleteVehicle _logic;