ACE3/addons/medical_ai/functions/fnc_playTreatmentAnim.sqf

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#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Plays the corresponding treatment animation.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Treatment name <STRING>
* 2: Is self treatment <BOOL>
*
* Return Value:
* None
*
* Example:
* [cursorObject, "Splint", true] call ace_medical_ai_fnc_playTreatmentAnim
*
* Public: No
*/
params ["_unit", "_actionName", "_isSelfTreatment"];
TRACE_3("playTreatmentAnim",_unit,_actionName,_isSelfTreatment);
if (!isNull objectParent _unit) exitWith {};
Medical Treatment - Modernize and Cleanup (#6933) * Modernize and cleanup medical_treatment * One line for each old public function * Fix litterCleanupDelay name * Improve adjustment calcs / wound blood loss / medications fix func descriptions Calc wound blood loss on events reorder includes so scritpmacroMed has global effect trivial optimization for getCardiacOutput Fix var Fix wounds not reopening (nil _category) Fix surgical kit inherting canBandage conditional debug hitpoints Update ACE_Medical_Treatment_Actions.hpp Use woundBleeding for IS_BLEEDING macro rework medication vars comments Reset var in init / fullHeal Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * Change wound data array Drop unique id and merge classId and category * Splinting and treatment and gui * Add arm fractures and aim effects * localizations and event * fix * fix merge for renamed files * Fixes and code review changes * Move medical logs clearing to treatment * More cleanup work * cleanup * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * formating, rename bone images * Fix args for setDead call in actionPlaceInBodyBag * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * disable calls to extension * Update fnc_onMedicationUsage.sqf * Medical - Skip unneeded setVars on initUnit (#6949) * Medical - Transfer state machine state on locality (#6950) * Medical - Transfer state machine state on locality * Fix feedback isUnconscious var * Exclude AI * Make UAV excludes consistant, formating * Update fnc_treatmentFullHealLocal.sqf * reset fractures on respawn * Fix merge * Add PAK time coefficient setting * Fix medication * Add ace_medical_replacementItems config array * checkItems performance improvement * Treatment - cap max animation speed (#6995) * Treatment - cap max animation speed and add lock to prevent AF from reseting anim * Update fnc_getBandageTime.sqf * Use local version of setAnimSpeedCoef * Revert "Use local version of setAnimSpeedCoef" This reverts commit 36c22a90473fd0670ab97f3a373e4ae08493ff52. * Move replacementItems compiling to preInit * Improve replacementItems compiling * Cleanup splint functions, use macros for fractures * Rename splintCondition to canSplint * Add cprCreatesPulse setting * Cleanup remaining functions * Capitalize stringtable entry names * getStitchTime function and fix treatment locations * Update addons/medical_treatment/functions/fnc_getHealTime.sqf Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
2019-06-03 15:31:46 +00:00
private _configProperty = "animationMedic";
if (_isSelfTreatment) then {
_configProperty = _configProperty + "Self";
};
if (stance _unit == "PRONE") then {
_configProperty = _configProperty + "Prone";
};
private _anim = getText (configFile >> QEGVAR(medical_treatment,Actions) >> _actionName >> _configProperty);
if (_anim == "") exitWith { WARNING_2("no anim [%1, %2]",_actionName,_configProperty); };
private _wpn = switch (true) do {
case ((currentWeapon _unit) == ""): {"non"};
case ((currentWeapon _unit) == (primaryWeapon _unit)): {"rfl"};
case ((currentWeapon _unit) == (handgunWeapon _unit)): {"pst"};
default {"non"};
};
_anim = [_anim, "[wpn]", _wpn] call CBA_fnc_replace;
[_unit, _anim] call EFUNC(common,doAnimation);