ACE3/addons/medical/functions/fnc_addToInjuredCollection.sqf

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/*
* Author: Glowbal
* Enabled the vitals loop for a unit.
*
* Arguments:
* 0: The Unit <OBJECT>
*
* ReturnValue:
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* None
*
* Public: Yes
*/
#include "script_component.hpp"
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params ["_unit", ["_force", false]];
if ([_unit] call FUNC(hasMedicalEnabled) || _force) then {
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if !(local _unit) exitwith {
[[_unit, _force], QUOTE(DFUNC(addToInjuredCollection)), _unit] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
};
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if ((_unit getvariable[QGVAR(addedToUnitLoop),false] || !alive _unit) && !_force) exitwith{};
_unit setvariable [QGVAR(addedToUnitLoop), true, true];
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[{
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params ["_args", "_idPFH"];
_args params ["_unit", "_interval"];
_interval = ACE_time - _interval;
(_this select 0) set [1, ACE_time];
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if (!alive _unit || !local _unit) then {
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[_idPFH] call CBA_fnc_removePerFrameHandler;
if (!local _unit) then {
if (GVAR(level) >= 2) then {
_unit setvariable [QGVAR(heartRate), _unit getvariable [QGVAR(heartRate), 80], true];
_unit setvariable [QGVAR(bloodPressure), _unit getvariable [QGVAR(bloodPressure), [80, 120]], true];
};
_unit setvariable [QGVAR(bloodVolume), _unit getvariable [QGVAR(bloodVolume), 100], true];
};
} else {
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[_unit, _interval] call FUNC(handleUnitVitals);
private "_pain";
_pain = _unit getvariable [QGVAR(pain), 0];
if (_pain > (_unit getvariable [QGVAR(painSuppress), 0])) then {
// This introduces wierd unconscious behaviour for basic medical and possibly also advanced.
// TODO This is disabled as it's considered non critical code.
// We will need to decide if we want unconscious triggered on high pain levels or if we can get rid of this entirely.
/*if (_pain > 0.7 && {random(1) > 0.6}) then {
[_unit] call FUNC(setUnconscious);
};*/
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[_unit, _pain] call FUNC(playInjuredSound);
};
};
}, 1, [_unit, ACE_time]] call CBA_fnc_addPerFrameHandler;
};