ACE3/addons/medical/functions/fnc_treatment_success.sqf

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/*
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* Author: KoffeinFlummi, Glowbal
* Callback when the treatment is completed
*
* Arguments:
* 0: The medic <OBJECT>
* 1: The patient <OBJECT>
* 2: SelectionName <STRING>
* 3: Treatment classname <STRING>
* 4: Items available <ARRAY<STRING>>
*
* Return Value:
* nil
*
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* Public: No
*/
#include "script_component.hpp"
private ["_args", "_caller", "_target","_selectionName","_className","_config","_callback", "_weaponSelect", "_lastAnim"];
_args = _this select 0;
_caller = _args select 0;
_target = _args select 1;
_selectionName = _args select 2;
_className = _args select 3;
if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
_caller removeWeapon "ACE_FakePrimaryWeapon";
};
if (vehicle _caller == _caller) then {
_lastAnim = _caller getvariable [QGVAR(treatmentPrevAnimCaller), ""];
//Don't play another medic animation (when player is rapidily treating)
TRACE_2("Reseting to old animation", animationState player, _lastAnim);
switch (true) do {
case (_lastAnim == "AinvPknlMstpSlayWrflDnon_medic"): {_lastAnim = "AmovPknlMstpSrasWrflDnon"};
case (_lastAnim == "AinvPpneMstpSlayWrflDnon_medic"): {_lastAnim = "AmovPpneMstpSrasWrflDnon"};
case (_lastAnim == "AinvPknlMstpSlayWnonDnon_medic"): {_lastAnim = "AmovPknlMstpSnonWnonDnon"};
case (_lastAnim == "AinvPpneMstpSlayWpstDnon_medic"): {_lastAnim = "AinvPpneMstpSlayWpstDnon"};
case (_lastAnim == "AinvPknlMstpSlayWpstDnon_medic"): {_lastAnim = "AmovPknlMstpSrasWpstDnon"};
};
[_caller, _lastAnim, 1] call EFUNC(common,doAnimation);
};
_caller setvariable [QGVAR(treatmentPrevAnimCaller), nil];
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_weaponSelect = (_caller getvariable [QGVAR(selectedWeaponOnTreatment), []]);
if ((_weaponSelect params [["_previousWeapon", ""]]) && {(_previousWeapon != "") || {_previousWeapon in (weapons _caller)}}) then {
for "_index" from 0 to 99 do {
_caller action ["SwitchWeapon", _caller, _caller, _index];
//Just check weapon, muzzle and mode (ignore ammo in case they were reloading)
if (((weaponState _caller) select [0,3]) isEqualTo (_weaponSelect select [0,3])) exitWith {};
if ((weaponState _caller) isEqualTo ["","","","",0]) exitWith {ERROR("weaponState not found");};
};
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} else {
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_caller action ["SwitchWeapon", _caller, _caller, 99];
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};
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// Record specific callback
_config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
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if (GVAR(level) >= 2) then {
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_config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className);
};
_callback = getText (_config >> "callbackSuccess");
if (isNil _callback) then {
_callback = compile _callback;
} else {
_callback = missionNamespace getvariable _callback;
};
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_args call _callback;
_args call FUNC(createLitter);
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//If we're not already tracking vitals, start:
if (!(_target getvariable [QGVAR(addedToUnitLoop),false])) then {
[_target] call FUNC(addToInjuredCollection);
};