2015-01-18 21:16:35 +00:00
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/**
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* fnc_handleTreatmentCompleted.sqf
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* @Descr: Called when a treatment action has been completed.
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* @Author: Glowbal
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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*/
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#include "script_component.hpp"
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private ["_caller", "_target","_selectionName","_removeItem"];
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_caller = _this select 0;
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_target = _this select 1;
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_selectionName = _this select 2;
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_removeItem = _this select 3;
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2015-01-21 14:52:59 +00:00
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if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
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_caller removeWeapon "ACE_FakePrimaryWeapon";
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};
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2015-01-18 21:16:35 +00:00
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[_caller,false] call FUNC(treatmentMutex);
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// TODO: BUG: if AI finishes treatment, it will also hide the icon for the player
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2015-01-21 14:52:59 +00:00
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[QGVAR(treatmentIconID), false, "", [1,1,1,1]] call EFUNC(gui,displayIcon);
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