mirror of
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179 lines
5.6 KiB
Plaintext
179 lines
5.6 KiB
Plaintext
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/*
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* By: KoffeinFlummi
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*
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* Starts the treatment of the unit.
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*
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* Arguments:
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* 0: Unit that does the treating (Object)
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* 1: Unit that is beeing treated (Object)
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* 2: Type of treatment:
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* - "diagnose"
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* - "bandage"
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* - "morphine"
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* - "epipen"
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* - "bloodbag"
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* 3+: Additional parameters
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*
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* Return value:
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* none
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*/
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private ["_unit", "_target", "_type", "_inTrigger", "_item", "_animation", "_time", "_string"];
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_unit = _this select 0;
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_target = _this select 1;
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_type = _this select 2;
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// check if unit is medic and if that's even necessary
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if (_type in ["epipen", "bloodbag"] and
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!(([_unit] call AGM_Core_fnc_isMedic) or
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(_unit getVariable ["AGM_Medical_AllowNonMedics", AGM_Medical_AllowNonMedics]))) exitWith {
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if ([_unit] call AGM_Core_fnc_isPlayer) then {
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[localize "STR_AGM_Medical_NotTrained"] call AGM_Core_fnc_displayTextStructured;
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};
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};
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// check MEDEVAC conditions
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_inTrigger = False;
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{
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if (_inTrigger) exitWith {};
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_inTrigger = [_x, _target] call BIS_fnc_inTrigger;
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} forEach (missionNamespace getVariable ["AGM_Medical_MEDEVACTriggers", []]);
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{
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if (_inTrigger) exitWith {};
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_inTrigger = _target distance _x < 10;
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} forEach (missionNamespace getVariable ["AGM_Medical_MEDEVACVehicles", []]);
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if (_type == "epipen" and (_unit getVariable ["AGM_Medical_RequireMEDEVAC", AGM_Medical_RequireMEDEVAC]) and !_inTrigger) exitWith {
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if ([_unit] call AGM_Core_fnc_isPlayer) then {
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[localize "STR_AGM_Medical_NotInMEDEVAC"] call AGM_Core_fnc_displayTextStructured;
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};
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};
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// morphine warning
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if (_type == "morphine" and
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_target != _unit and
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[_target] call AGM_Core_fnc_isPlayer) then {
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[[_unit] call AGM_Core_fnc_getName, "{systemChat format ['%1 %2', _this, localize 'STR_AGM_Medical_GivingYouMorphine'];}", _target] call AGM_Core_fnc_execRemoteFnc;
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};
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// remove item if necessary
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_item = switch (_type) do {
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case "bandage" : {"AGM_Bandage"};
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case "morphine" : {"AGM_Morphine"};
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case "epipen" : {"AGM_Epipen"};
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case "bloodbag" : {"AGM_Bloodbag"};
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default {""};
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};
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if (_item != "" and {!([_unit, _target, _item] call AGM_Medical_fnc_takeItem)}) exitWith {};
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// code to be executed if action is aborted
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AGM_Medical_treatmentAbort = {
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_unit = _this select 0;
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if (vehicle _unit == _unit) then {
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[_unit, "", 1] call AGM_Core_fnc_doAnimation;
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};
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_unit setVariable ["AGM_canTreat", True, False];
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};
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_unit setVariable ["AGM_canTreat", False, False];
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// self-diagnosis is instant
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if (
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(_target == _unit) and
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(_type == "diagnose")
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) exitWith {
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_this spawn AGM_Medical_fnc_treatmentCallback;
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};
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// play appropriate animation
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_animation = switch (_type) do {
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case "diagnose" : {"AinvPknlMstpSnonWnonDnon_medic3"};
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case "bandage" : {"AinvPknlMstpSnonWnonDnon_medic4"};
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case "morphine" : {"AinvPknlMstpSnonWnonDnon_medic1"};
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case "epipen" : {"AinvPknlMstpSnonWnonDnon_medic1"};
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case "bloodbag" : {"AinvPknlMstpSnonWnonDnon_medic1"};
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default {""};
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};
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if (stance _unit == "PRONE") then {
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_animation = switch (currentWeapon _unit) do {
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case (""): {"AinvPpneMstpSlayWnonDnon_medic"};
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case (primaryWeapon _unit): {"AinvPpneMstpSlayWrflDnon_medic"};
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case (handgunWeapon _unit): {"AinvPpneMstpSlayWpstDnon_medic"};
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default {"AinvPpneMstpSlayWnonDnon_medic"};
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};
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};
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if (_unit == _target) then {
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_animation = switch (currentWeapon _unit) do {
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case (""): {
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["AinvPknlMstpSlayWnonDnon_medic", "AinvPpneMstpSlayWnonDnon_medic"] select (stance _unit == "PRONE")
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};
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case (primaryWeapon _unit): {
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["AinvPknlMstpSlayWrflDnon_medic", "AinvPpneMstpSlayWrflDnon_medic"] select (stance _unit == "PRONE")
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};
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case (handgunWeapon _unit): {
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["AinvPknlMstpSlayWpstDnon_medic", "AinvPpneMstpSlayWpstDnon_medic"] select (stance _unit == "PRONE")
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};
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default {
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["AinvPknlMstpSlayWnonDnon_medic", "AinvPpneMstpSlayWnonDnon_medic"] select (stance _unit == "PRONE")
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};
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};
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};
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if (vehicle _unit == _unit) then {
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[_unit, _animation, 1] call AGM_Core_fnc_doAnimation;
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};
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// get time required for action to be completed
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_time = switch (_type) do {
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case "diagnose" : {5};
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case "bandage" : {8};
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case "morphine" : {5};
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case "epipen" : {5};
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case "bloodbag" : {20};
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default {10};
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};
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if !([_unit] call AGM_Core_fnc_isMedic) then {
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_time = _time * (_unit getVariable ["AGM_Medical_CoefNonMedic", AGM_Medical_CoefNonMedic]);
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};
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// increase treatment time when treating while prone or in (non-medical) vehicle
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// (it's hard to bandage yourself in a tank you know)
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if (stance _unit == "PRONE" or (vehicle _unit != _unit and !([vehicle _unit] call AGM_Core_fnc_isMedic))) then {
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_time = _time * 1.2;
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};
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// select appropriate label for progress bar
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_string = switch (_type) do {
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case "diagnose" : {localize "STR_AGM_Medical_Diagnosing"};
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case "bandage" : {
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_selection = _this select 3;
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if (_selection == "All") then {
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localize "STR_AGM_Medical_Bandaging"
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} else {
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localize format ["STR_AGM_Medical_Bandaging_%1", _selection]
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};
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};
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case "morphine" : {localize "STR_AGM_Medical_Injecting_Morphine"};
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case "epipen" : {localize "STR_AGM_Medical_Injecting_Epinephrine"};
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case "bloodbag" : {localize "STR_AGM_Medical_Transfusing_Blood"};
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default {"Tell Flummi he's a dumbass ..."};
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};
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// ai treat
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if !([_unit] call AGM_Core_fnc_isPlayer) exitWith {
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[_this, _time] spawn {
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sleep ((_this select 1) * 0.6);
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(_this select 0) call AGM_Medical_fnc_treatmentCallback;
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};
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};
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[
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_time,
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_this,
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"AGM_Medical_fnc_treatmentCallback",
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_string,
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"AGM_Medical_treatmentAbort"
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] call AGM_Core_fnc_progressBar;
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[_target, True] call AGM_Core_fnc_closeDialogIfTargetMoves;
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