ACE3/addons/zeus/functions/fnc_moduleSetMedicalFacility.sqf

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/*
* Author: SilentSpike, Glowbal
* Assigns a medic role from the medical module to a unit
*
* Arguments:
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* 0: The module logic <OBJECT>
* 1: Synchronized units <ARRAY>
* 2: Activated <BOOL>
*
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* Return Value:
* None
*
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* Public: No
*/
#include "script_component.hpp"
params ["_logic", "_units", "_activated"];
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private ["_mouseOver", "_unit"];
if !(_activated && local _logic) exitWith {};
if !(["ACE_Medical"] call EFUNC(common,isModLoaded)) then {
[LSTRING(RequiresAddon)] call EFUNC(common,displayTextStructured);
} else {
_mouseOver = GETMVAR(bis_fnc_curatorObjectPlaced_mouseOver,[""]);
if ((_mouseOver select 0) != "OBJECT") then {
[LSTRING(NothingSelected)] call EFUNC(common,displayTextStructured);
} else {
_unit = (_mouseOver select 1);
if (_unit isKindOf "Man" || {!(_unit isKindOf "Building")}) then {
[LSTRING(OnlyStructures)] call EFUNC(common,displayTextStructured);
} else {
if !(alive _unit) then {
[LSTRING(OnlyAlive)] call EFUNC(common,displayTextStructured);
} else {
if (GETVAR(_unit,EGVAR(captives,isHandcuffed),false)) then {
[LSTRING(OnlyNonCaptive)] call EFUNC(common,displayTextStructured);
} else {
if (!(GETVAR(_unit,EGVAR(medical,isMedicalFacility),false))) then {
_unit setVariable [QEGVAR(medical,isMedicalFacility), true, true];
};
};
};
};
};
};
deleteVehicle _logic;