ACE3/addons/medical_statemachine/functions/fnc_handleStateUnconscious.sqf

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#include "script_component.hpp"
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params ["_unit", "_stateName"];
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// If the unit died the loop is finished
if (!alive _unit) exitWith {};
// If locality changed, broadcast the last medical state and finish the local loop
if (!local _unit) exitWith {
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_unit setVariable [QGVAR(heartRate), _unit getVariable [QGVAR(heartRate), DEFAULT_HEART_RATE], true];
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_unit setVariable [QGVAR(bloodPressure), _unit getVariable [QGVAR(bloodPressure), [80, 120]], true];
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_unit setVariable [QGVAR(bloodVolume), _unit getVariable [QGVAR(bloodVolume), DEFAULT_BLOOD_VOLUME], true];
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};
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[_unit] call FUNC(handleUnitVitals);
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private _painLevel = [_unit] call FUNC(getPainLevel);
if (_painLevel > 0) then {
[_unit, "moan", PAIN_TO_MOAN(_painLevel)] call EFUNC(medical_engine,playInjuredSound);
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};
// Handle spontaneous wakeup from unconsciousness
if (_unit call FUNC(hasStableVitals)) then {
private _lastWakeUpCheck = _unit getVariable [QGVAR(lastWakeUpCheck), CBA_missionTime];
if (CBA_missionTime - _lastWakeUpCheck > SPONTANEOUS_WAKE_UP_INTERVAL) then {
_unit setVariable [QGVAR(lastWakeUpCheck), CBA_missionTime];
if ((random 1) < SPONTANEOUS_WAKE_UP_CHANCE) then {
TRACE_1("spontaneous wake up",_unit);
[QGVAR(WakeUp), _unit] call CBA_fnc_localEvent;
};
};
} else {
// Unstable vitals, procrastinate the next wakeup check
_unit setVariable [QGVAR(lastWakeUpCheck), CBA_missionTime];
};