mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Remove patient treatment animations (#6524)
* Prevent treatment animation on dead bodies This was causing bodies to glitch out on dedicated servers according to feedback * Remove patient animation logic and setting
This commit is contained in:
parent
a182336880
commit
0e8ed5315e
@ -18,9 +18,6 @@ class GVAR(Actions) {
|
||||
callbackFailure = "";
|
||||
callbackProgress = "";
|
||||
|
||||
animationPatient = "";
|
||||
animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
|
||||
animationPatientUnconsciousExcludeOn[] = {"ainjppnemstpsnonwrfldnon"};
|
||||
animationCaller = "AinvPknlMstpSlayW[wpn]Dnon_medicOther";
|
||||
animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther";
|
||||
animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic";
|
||||
@ -191,7 +188,6 @@ class GVAR(Actions) {
|
||||
callbackSuccess = QFUNC(actionDiagnose);
|
||||
callbackFailure = "";
|
||||
callbackProgress = "";
|
||||
animationPatient = "";
|
||||
animationCaller = ""; // TODO
|
||||
itemConsumed = 0;
|
||||
litter[] = {};
|
||||
@ -233,8 +229,6 @@ class GVAR(Actions) {
|
||||
callbackSuccess = QFUNC(actionPlaceInBodyBag);
|
||||
callbackFailure = "";
|
||||
callbackProgress = "";
|
||||
animationPatient = "";
|
||||
animationPatientUnconscious = "";
|
||||
itemConsumed = 1;
|
||||
litter[] = {};
|
||||
};
|
||||
@ -253,8 +247,6 @@ class GVAR(Actions) {
|
||||
callbackFailure = QFUNC(treatmentCPR_failure);
|
||||
callbackProgress = QFUNC(treatmentCPR_progress);
|
||||
callbackStart = QFUNC(treatmentCPR_start);
|
||||
animationPatient = "";
|
||||
animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
|
||||
animationCaller = "AinvPknlMstpSlayW[wpn]Dnon_medic";
|
||||
animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
|
||||
animationCallerSelf = "";
|
||||
@ -289,8 +281,6 @@ class GVAR(Actions) {
|
||||
treatmentTime = QUOTE(_target call FUNC(healTime));
|
||||
callbackSuccess = QFUNC(treatmentFullHeal);
|
||||
itemConsumed = QEGVAR(medical,consumeItem_PAK);
|
||||
animationPatient = "";
|
||||
animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
|
||||
animationCaller = "AinvPknlMstpSlayW[wpn]Dnon_medicOther";
|
||||
animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther";
|
||||
animationCallerSelf = "";
|
||||
|
@ -135,9 +135,4 @@ class ACE_Settings {
|
||||
value = 0;
|
||||
values[] = {"No", "Yes"};
|
||||
};
|
||||
class EGVAR(medical,allowUnconsciousAnimationOnTreatment) {
|
||||
displayName = CSTRING(allowUnconsciousAnimationOnTreatment_DisplayName);
|
||||
typeName = "BOOL";
|
||||
value = 0;
|
||||
};
|
||||
};
|
||||
|
@ -25,6 +25,7 @@ if (uiNamespace getVariable [QEGVAR(interact_menu,cursorMenuOpened), false]) exi
|
||||
if !([_caller, _target, _bodyPart, _className] call FUNC(canTreat)) exitWith {false};
|
||||
|
||||
private _config = configFile >> QGVAR(Actions) >> _className;
|
||||
private _isSelf = _caller isEqualTo _target;
|
||||
|
||||
// handle items
|
||||
private _items = getArray (_config >> "items");
|
||||
@ -58,32 +59,11 @@ if (isNil _callbackProgress) then {
|
||||
_callbackProgress = missionNamespace getVariable _callbackProgress;
|
||||
};
|
||||
|
||||
// play patient animation
|
||||
private _patientAnim = getText (_config >> "animationPatient");
|
||||
|
||||
if (IS_UNCONSCIOUS(_target) && EGVAR(medical,allowUnconsciousAnimationOnTreatment)) then {
|
||||
if !(animationState _target in (getArray (_config >> "animationPatientUnconsciousExcludeOn"))) then {
|
||||
_patientAnim = getText (_config >> "animationPatientUnconscious");
|
||||
};
|
||||
};
|
||||
|
||||
private _isSelf = _caller isEqualTo _target;
|
||||
|
||||
if (!_isSelf && {vehicle _target == _target} && {_patientAnim != ""}) then {
|
||||
if IS_UNCONSCIOUS(_target) then {
|
||||
[_target, _patientAnim, 2, true] call EFUNC(common,doAnimation);
|
||||
} else {
|
||||
[_target, _patientAnim, 1, true] call EFUNC(common,doAnimation);
|
||||
};
|
||||
};
|
||||
|
||||
// play animation
|
||||
private "_callerAnim";
|
||||
|
||||
if (_isSelf) then {
|
||||
_callerAnim = getText (_config >> ["animationCallerSelf", "animationCallerSelfProne"] select (stance _caller == "PRONE"));
|
||||
private _callerAnim = if (_isSelf) then {
|
||||
getText (_config >> ["animationCallerSelf", "animationCallerSelfProne"] select (stance _caller == "PRONE"));
|
||||
} else {
|
||||
_callerAnim = getText (_config >> ["animationCaller", "animationCallerProne"] select (stance _caller == "PRONE"));
|
||||
getText (_config >> ["animationCaller", "animationCallerProne"] select (stance _caller == "PRONE"));
|
||||
};
|
||||
|
||||
_caller setVariable [QGVAR(selectedWeaponOnTreatment), weaponState _caller];
|
||||
|
@ -56,12 +56,6 @@
|
||||
<Key ID="STR_ACE_Medical_treatment_allowSelfIV_Description">
|
||||
<English>Allows using IV Transfusions on yourself</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_treatment_allowUnconsciousAnimationOnTreatment_DisplayName">
|
||||
<English>Allow Unconscious Animation</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_treatment_allowUnconsciousAnimationOnTreatment_Description">
|
||||
<English>Allow Unconscious Animation on Treatment.</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_treatment_CPRcreatesPulse">
|
||||
<English>CPR creates pulse</English>
|
||||
<German>HLW erzeugt einen Puls</German>
|
||||
|
Loading…
Reference in New Issue
Block a user