ACE3/addons/medical_treatment/functions/fnc_canStitch.sqf

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#include "..\script_component.hpp"
/*
* Author: Katalam, mharis001, Brett Mayson
* Checks if the patient's body part can be stitched.
*
* Arguments:
* 0: Medic <OBJECT>
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
* 1: Patient <OBJECT>
* 2: Body Part <STRING>
*
* ReturnValue:
* Can Stitch <BOOL>
*
* Example:
* [player, cursorTarget, "head"] call ace_medical_treatment_fnc_canStitch
*
* Public: No
*/
params ["_medic", "_patient", "_bodyPart"];
if ((GVAR(consumeSurgicalKit) == 2) && {!([_medic, _patient, ["ACE_suture"]] call FUNC(hasItem))}) exitWith {false};
private _isBleeding = false;
{
_x params ["", "_amountOf", "_bleedingRate"];
_isBleeding = _amountOf > 0 && {_bleedingRate > 0};
if (_isBleeding) then {break};
} forEach (GET_OPEN_WOUNDS(_patient) get _bodyPart);
(!_isBleeding && {(GET_BANDAGED_WOUNDS(_patient) getOrDefault [_bodyPart, []]) isNotEqualTo []}) // return