This commit is contained in:
commy2
2015-04-26 17:26:16 +02:00
9 changed files with 278 additions and 46 deletions

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@ -66,13 +66,13 @@ class ACE_Head {
EXCEPTIONS EXCEPTIONS
}; };
class CheckResponse: CheckPulse { class CheckResponse: CheckPulse {
displayName = "Check Response"; displayName = "$STR_ACE_MEDICAL_CHECK_RESPONSE";
condition = QUOTE([ARR_4(_player, _target, 'head', 'CheckResponse')] call DFUNC(canTreatCached)); condition = QUOTE([ARR_4(_player, _target, 'head', 'CheckResponse')] call DFUNC(canTreatCached));
statement = QUOTE([ARR_4(_player, _target, 'head', 'CheckResponse')] call DFUNC(treatment)); statement = QUOTE([ARR_4(_player, _target, 'head', 'CheckResponse')] call DFUNC(treatment));
EXCEPTIONS EXCEPTIONS
}; };
class Diagnose: CheckPulse { class Diagnose: CheckPulse {
displayName = "Diagnose"; displayName = "$STR_ACE_MEDICAL_ACTIONS_Diagnose";
condition = QUOTE([ARR_4(_player, _target, 'head', 'Diagnose')] call DFUNC(canTreatCached)); condition = QUOTE([ARR_4(_player, _target, 'head', 'Diagnose')] call DFUNC(canTreatCached));
statement = QUOTE([ARR_4(_player, _target, 'head', 'Diagnose')] call DFUNC(treatment)); statement = QUOTE([ARR_4(_player, _target, 'head', 'Diagnose')] call DFUNC(treatment));
EXCEPTIONS EXCEPTIONS
@ -111,7 +111,7 @@ class ACE_Torso {
enableInside = 1; enableInside = 1;
}; };
class TriageCard { class TriageCard {
displayName = "Triage Card"; displayName = "$STR_ACE_MEDICAL_ACTIONS_TriageCard";
distance = 2.0; distance = 2.0;
condition = "true"; condition = "true";
statement = QUOTE([ARR_2(_target, true)] call DFUNC(displayTriageCard)); statement = QUOTE([ARR_2(_target, true)] call DFUNC(displayTriageCard));
@ -158,21 +158,21 @@ class ACE_Torso {
icon = PATHTOF(UI\icons\bandage.paa); icon = PATHTOF(UI\icons\bandage.paa);
}; };
class SurgicalKit: fieldDressing { class SurgicalKit: fieldDressing {
displayName = "Use Surgical Kit"; displayName = "$STR_ACE_MEDICAL_USE_SURGICALKIT";
condition = QUOTE([ARR_4(_player, _target, 'body', 'SurgicalKit')] call DFUNC(canTreatCached)); condition = QUOTE([ARR_4(_player, _target, 'body', 'SurgicalKit')] call DFUNC(canTreatCached));
statement = QUOTE([ARR_4(_player, _target, 'body', 'SurgicalKit')] call DFUNC(treatment)); statement = QUOTE([ARR_4(_player, _target, 'body', 'SurgicalKit')] call DFUNC(treatment));
EXCEPTIONS EXCEPTIONS
icon = PATHTOF(UI\icons\surgicalKit.paa); icon = PATHTOF(UI\icons\surgicalKit.paa);
}; };
class PersonalAidKit: fieldDressing { class PersonalAidKit: fieldDressing {
displayName = "Use Personal Aid Kit"; displayName = "$STR_ACE_MEDICAL_USE_AID_KIT";
condition = QUOTE([ARR_4(_player, _target, 'body', 'PersonalAidKit')] call DFUNC(canTreatCached)); condition = QUOTE([ARR_4(_player, _target, 'body', 'PersonalAidKit')] call DFUNC(canTreatCached));
statement = QUOTE([ARR_4(_player, _target, 'body', 'PersonalAidKit')] call DFUNC(treatment)); statement = QUOTE([ARR_4(_player, _target, 'body', 'PersonalAidKit')] call DFUNC(treatment));
EXCEPTIONS EXCEPTIONS
icon = ""; icon = "";
}; };
class CPR: fieldDressing { class CPR: fieldDressing {
displayName = "CPR"; displayName = "$STR_ACE_MEDICAL_ACTIONS_CPR";
condition = QUOTE([ARR_4(_player, _target, 'body', 'CPR')] call DFUNC(canTreatCached)); condition = QUOTE([ARR_4(_player, _target, 'body', 'CPR')] call DFUNC(canTreatCached));
statement = QUOTE([ARR_4(_player, _target, 'body', 'CPR')] call DFUNC(treatment)); statement = QUOTE([ARR_4(_player, _target, 'body', 'CPR')] call DFUNC(treatment));
EXCEPTIONS EXCEPTIONS

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@ -72,8 +72,8 @@ class ACE_Medical_Actions {
litter[] = {}; litter[] = {};
}; };
class Diagnose: Bandage { class Diagnose: Bandage {
displayName = "Diagnose"; displayName = "$STR_ACE_MEDICAL_ACTIONS_Diagnose";
displayNameProgress = "Diagnosing..."; displayNameProgress = "$STR_ACE_MEDICAL_ACTIONS_Diagnosing";
treatmentLocations[] = {"All"}; treatmentLocations[] = {"All"};
requiredMedic = 0; requiredMedic = 0;
treatmentTime = 1; treatmentTime = 1;
@ -250,8 +250,8 @@ class ACE_Medical_Actions {
condition = QUOTE([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo)); condition = QUOTE([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo));
}; };
class CPR: fieldDressing { class CPR: fieldDressing {
displayName = "CPR"; displayName = "$STR_ACE_MEDICAL_ACTIONS_CPR";
displayNameProgress = "Performing CPR"; displayNameProgress = "$STR_ACE_MEDICAL_ACTIONS_PerformingCPR";
treatmentLocations[] = {"All"}; treatmentLocations[] = {"All"};
requiredMedic = 0; requiredMedic = 0;
treatmentTime = 15; treatmentTime = 15;
@ -297,23 +297,26 @@ class ACE_Medical_Advanced {
// Source: Scarle // Source: Scarle
// Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees). // Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees).
class Abrasion { class Abrasion {
name = "Scrape"; name = "$STR_ACE_Medical_Wounds_Abrasion";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.0001; bleedingRate = 0.0001;
pain = 0.01; pain = 0.01;
causes[] = {"falling", "ropeburn", "vehiclecrash", "unknown"}; causes[] = {"falling", "ropeburn", "vehiclecrash", "unknown"};
minDamage = 0.01; minDamage = 0.01;
class Minor { class Minor {
name = "$STR_ACE_Medical_Wounds_Abrasion_Minor";
minDamage = 0.01; minDamage = 0.01;
maxDamage = 0.2; maxDamage = 0.2;
bleedingRate = 0.0001; bleedingRate = 0.0001;
}; };
class Medium { class Medium {
name = "$STR_ACE_Medical_Wounds_Abrasion_Medium";
minDamage = 0.2; minDamage = 0.2;
maxDamage = 0.3; maxDamage = 0.3;
bleedingRate = 0.00015; bleedingRate = 0.00015;
}; };
class Large { class Large {
name = "$STR_ACE_Medical_Wounds_Abrasion_Large";
minDamage = 0.3; minDamage = 0.3;
bleedingRate = 0.0002; bleedingRate = 0.0002;
}; };
@ -321,23 +324,26 @@ class ACE_Medical_Advanced {
// Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe. Explosions, gunshots, and animal bites may cause avulsions. // Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe. Explosions, gunshots, and animal bites may cause avulsions.
class Avulsions { class Avulsions {
name = "Avulsion"; name = "$STR_ACE_Medical_Wounds_Avulsion";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.01; bleedingRate = 0.01;
pain = 0.3; pain = 0.3;
causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"}; causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"};
minDamage = 0.2; minDamage = 0.2;
class Minor { class Minor {
name = "$STR_ACE_Medical_Wounds_Avulsion_Minor";
minDamage = 0.2; minDamage = 0.2;
maxDamage = 0.3; maxDamage = 0.3;
bleedingRate = 0.01; bleedingRate = 0.01;
}; };
class Medium { class Medium {
name = "$STR_ACE_Medical_Wounds_Avulsion_Medium";
minDamage = 0.3; minDamage = 0.3;
maxDamage = 0.6; maxDamage = 0.6;
bleedingRate = 0.02; bleedingRate = 0.02;
}; };
class Large { class Large {
name = "$STR_ACE_Medical_Wounds_Avulsion_Large";
minDamage = 0.5; minDamage = 0.5;
bleedingRate = 0.05; bleedingRate = 0.05;
}; };
@ -345,22 +351,25 @@ class ACE_Medical_Advanced {
// Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. a football or a fist) can cause contusions. // Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. a football or a fist) can cause contusions.
class Contusion { class Contusion {
name = "Bruise"; name = "$STR_ACE_Medical_Wounds_Contusion";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.0; bleedingRate = 0.0;
pain = 0.05; pain = 0.05;
causes[] = {"bullet", "backblast", "punch","vehiclecrash","falling"}; causes[] = {"bullet", "backblast", "punch", "vehiclecrash", "falling"};
minDamage = 0.01; minDamage = 0.01;
maxDamage = 0.1; maxDamage = 0.1;
class Minor { class Minor {
name = "$STR_ACE_Medical_Wounds_Contusion_Minor";
minDamage = 0.01; minDamage = 0.01;
maxDamage = 0.1; maxDamage = 0.1;
}; };
class Medium { class Medium {
name = "$STR_ACE_Medical_Wounds_Contusion_Medium";
minDamage = 0.1; minDamage = 0.1;
maxDamage = 0.15; maxDamage = 0.15;
}; };
class Large { class Large {
name = "$STR_ACE_Medical_Wounds_Contusion_Large";
minDamage = 0.15; minDamage = 0.15;
maxDamage = 0.2; maxDamage = 0.2;
}; };
@ -368,23 +377,26 @@ class ACE_Medical_Advanced {
// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures. // Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
class CrushWound { class CrushWound {
name = "Crushed tissue"; name = "$STR_ACE_Medical_Wounds_Crush";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.01; bleedingRate = 0.01;
pain = 0.1; pain = 0.1;
causes[] = {"falling", "vehiclecrash", "punch", "unknown"}; causes[] = {"falling", "vehiclecrash", "punch", "unknown"};
minDamage = 0.1; minDamage = 0.1;
class Minor { class Minor {
name = "$STR_ACE_Medical_Wounds_Crush_Minor";
minDamage = 0.1; minDamage = 0.1;
maxDamage = 0.45; maxDamage = 0.45;
bleedingRate = 0.005; bleedingRate = 0.005;
}; };
class Medium { class Medium {
name = "$STR_ACE_Medical_Wounds_Crush_Medium";
minDamage = 0.4; minDamage = 0.4;
maxDamage = 0.7; maxDamage = 0.7;
bleedingRate = 0.007; bleedingRate = 0.007;
}; };
class Large { class Large {
name = "$STR_ACE_Medical_Wounds_Crush_Large";
minDamage = 0.6; minDamage = 0.6;
bleedingRate = 0.0095; bleedingRate = 0.0095;
}; };
@ -392,23 +404,26 @@ class ACE_Medical_Advanced {
// Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision. // Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision.
class Cut { class Cut {
name = "Cut"; name = "$STR_ACE_Medical_Wounds_Cut";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.01; bleedingRate = 0.01;
pain = 0.075; pain = 0.075;
causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab", "unknown"}; causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab", "unknown"};
minDamage = 0.1; minDamage = 0.1;
class Minor { class Minor {
name = "$STR_ACE_Medical_Wounds_Cut_Minor";
minDamage = 0.1; minDamage = 0.1;
maxDamage = 0.3; maxDamage = 0.3;
bleedingRate = 0.005; bleedingRate = 0.005;
}; };
class Medium { class Medium {
name = "$STR_ACE_Medical_Wounds_Cut_Medium";
minDamage = 0.3; minDamage = 0.3;
maxDamage = 0.65; maxDamage = 0.65;
bleedingRate = 0.02; bleedingRate = 0.02;
}; };
class Large { class Large {
name = "$STR_ACE_Medical_Wounds_Cut_Large";
minDamage = 0.65; minDamage = 0.65;
bleedingRate = 0.05; bleedingRate = 0.05;
}; };
@ -416,23 +431,26 @@ class ACE_Medical_Advanced {
// Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch. // Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch.
class Laceration { class Laceration {
name = "Tear"; name = "$STR_ACE_Medical_Wounds_Laceration";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.01; bleedingRate = 0.01;
pain = 0.075; pain = 0.075;
causes[] = {"vehiclecrash", "punch"}; causes[] = {"vehiclecrash", "punch"};
minDamage = 0.01; minDamage = 0.01;
class Minor { class Minor {
name = "$STR_ACE_Medical_Wounds_Laceration_Minor";
minDamage = 0.1; minDamage = 0.1;
maxDamage = 0.5; maxDamage = 0.5;
bleedingRate = 0.005; bleedingRate = 0.005;
}; };
class Medium { class Medium {
name = "$STR_ACE_Medical_Wounds_Laceration_Medium";
minDamage = 0.5; minDamage = 0.5;
maxDamage = 0.7; maxDamage = 0.7;
bleedingRate = 0.01; bleedingRate = 0.01;
}; };
class Large { class Large {
name = "$STR_ACE_Medical_Wounds_Laceration_Large";
minDamage = 0.7; minDamage = 0.7;
bleedingRate = 0.03; bleedingRate = 0.03;
}; };
@ -440,22 +458,25 @@ class ACE_Medical_Advanced {
// Also called velocity wounds, they are caused by an object entering the body at a high speed, typically a bullet or small peices of shrapnel. // Also called velocity wounds, they are caused by an object entering the body at a high speed, typically a bullet or small peices of shrapnel.
class velocityWound { class velocityWound {
name = "Velocity Wound"; name = "$STR_ACE_Medical_Wounds_VelocityWound";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.01; bleedingRate = 0.01;
pain = 0.2; pain = 0.2;
causes[] = {"bullet", "grenade","explosive", "shell", "unknown"}; causes[] = {"bullet", "grenade","explosive", "shell", "unknown"};
minDamage = 0.15; minDamage = 0.15;
class Minor { class Minor {
name = "$STR_ACE_Medical_Wounds_VelocityWound_Minor";
minDamage = 0.15; minDamage = 0.15;
maxDamage = 0.3; maxDamage = 0.3;
bleedingRate = 0.025; bleedingRate = 0.025;
}; };
class Medium { class Medium {
name = "$STR_ACE_Medical_Wounds_VelocityWound_Medium";
minDamage = 0.3; minDamage = 0.3;
bleedingRate = 0.05; bleedingRate = 0.05;
}; };
class Large { class Large {
name = "$STR_ACE_Medical_Wounds_VelocityWound_Large";
minDamage = 0.75; minDamage = 0.75;
bleedingRate = 0.1; bleedingRate = 0.1;
}; };
@ -463,23 +484,26 @@ class ACE_Medical_Advanced {
// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass. // Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
class punctureWound { class punctureWound {
name = "Puncture Wound"; name = "$STR_ACE_Medical_Wounds_PunctureWound";
selections[] = {"All"}; selections[] = {"All"};
bleedingRate = 0.01; bleedingRate = 0.01;
pain = 0.075; pain = 0.075;
causes[] = {"stab", "grenade"}; causes[] = {"stab", "grenade"};
minDamage = 0.01; minDamage = 0.01;
class Minor { class Minor {
name = "$STR_ACE_Medical_Wounds_PunctureWound_Minor";
minDamage = 0.01; minDamage = 0.01;
maxDamage = 0.5; maxDamage = 0.5;
bleedingRate = 0.01; bleedingRate = 0.01;
}; };
class Medium { class Medium {
name = "$STR_ACE_Medical_Wounds_PunctureWound_Medium";
minDamage = 0.5; minDamage = 0.5;
maxDamage = 0.75; maxDamage = 0.75;
bleedingRate = 0.03; bleedingRate = 0.03;
}; };
class Large { class Large {
name = "$STR_ACE_Medical_Wounds_PunctureWound_Large";
minDamage = 0.65; minDamage = 0.65;
bleedingRate = 0.08; bleedingRate = 0.08;
}; };
@ -487,7 +511,7 @@ class ACE_Medical_Advanced {
}; };
class fractures { class fractures {
class Femur { class Femur {
name = "Broken Femur"; name = "$STR_ACE_Medical_Wounds_Femur";
selections[] = {"Head", "Torso"}; selections[] = {"Head", "Torso"};
pain = 0.2; pain = 0.2;
causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"}; causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"};

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@ -33,20 +33,20 @@ if ([_caller] call FUNC(isMedic)) then {
} else { } else {
if (_bloodPressureHigh > 20) then { if (_bloodPressureHigh > 20) then {
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_2"; _output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_2";
_logOutPut = "Low"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_LOW";
if (_bloodPressureHigh > 100) then { if (_bloodPressureHigh > 100) then {
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_3"; _output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_3";
_logOutPut = "Normal"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_NORMAL";
if (_bloodPressureHigh > 160) then { if (_bloodPressureHigh > 160) then {
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_4"; _output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_4";
_logOutPut = "High"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_HIGH";
}; };
}; };
} else { } else {
if (random(10) > 3) then { if (random(10) > 3) then {
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_5"; _output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_5";
_logOutPut = "No Blood Pressure"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_NOBLOODPRESSURE";
} else { } else {
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_6"; _output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_6";
}; };
@ -56,5 +56,5 @@ if ([_caller] call FUNC(isMedic)) then {
["displayTextStructured", [_caller], [[_output, [_target] call EFUNC(common,getName), round(_bloodPressureHigh),round(_bloodPressureLow)], 1.75, _caller]] call EFUNC(common,targetEvent); ["displayTextStructured", [_caller], [[_output, [_target] call EFUNC(common,getName), round(_bloodPressureHigh),round(_bloodPressureLow)], 1.75, _caller]] call EFUNC(common,targetEvent);
if (_logOutPut != "") then { if (_logOutPut != "") then {
[_target,"activity", "%1 checked Blood Pressure: %2", [[_caller] call EFUNC(common,getName), _logOutPut]] call FUNC(addToLog); [_target,"activity", localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_LOG", [[_caller] call EFUNC(common,getName), _logOutPut]] call FUNC(addToLog);
}; };

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@ -33,14 +33,14 @@ if (_heartRate > 1.0) then {
} else { } else {
// non medical personel will only find a pulse/HR // non medical personel will only find a pulse/HR
_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_2"; _heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_2";
_logOutPut = "Weak"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_PULSE_WEAK";
if (_heartRate > 60) then { if (_heartRate > 60) then {
if (_heartRate > 100) then { if (_heartRate > 100) then {
_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_3"; _heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_3";
_logOutPut = "Strong"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_PULSE_STRONG";
} else { } else {
_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_4"; _heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_4";
_logOutPut = "Normal"; _logOutPut = localize "STR_ACE_MEDICAL_CHECK_PULSE_NORMAL";
}; };
}; };
}; };
@ -49,5 +49,5 @@ if (_heartRate > 1.0) then {
["displayTextStructured", [_caller], [[_heartRateOutput, [_unit] call EFUNC(common,getName), round(_heartRate)], 1.5, _caller]] call EFUNC(common,targetEvent); ["displayTextStructured", [_caller], [[_heartRateOutput, [_unit] call EFUNC(common,getName), round(_heartRate)], 1.5, _caller]] call EFUNC(common,targetEvent);
if (_logOutPut != "") then { if (_logOutPut != "") then {
[_unit,"activity","%1 checked Heart Rate: %2",[[_caller] call EFUNC(common,getName),_logOutPut]] call FUNC(addToLog); [_unit,"activity", localize "STR_ACE_MEDICAL_CHECK_PULSE_LOG",[[_caller] call EFUNC(common,getName),_logOutPut]] call FUNC(addToLog);
}; };

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@ -186,7 +186,7 @@ if (_show) then {
_lbCtrl lbSetColor [_foreachIndex + _amountOfGeneric, _x select 1]; _lbCtrl lbSetColor [_foreachIndex + _amountOfGeneric, _x select 1];
}foreach _allInjuryTexts; }foreach _allInjuryTexts;
if (count _allInjuryTexts == 0) then { if (count _allInjuryTexts == 0) then {
_lbCtrl lbAdd "No injuries on this bodypart.."; _lbCtrl lbAdd (localize "STR_ACE_Medical_NoInjuriesBodypart");
}; };
_logCtrl = (_display displayCtrl 302); _logCtrl = (_display displayCtrl 302);

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@ -58,7 +58,7 @@ if (_show) then {
}foreach _log; }foreach _log;
if (count _triageCardTexts == 0) then { if (count _triageCardTexts == 0) then {
_lbCtrl lbAdd "No entries on this triage card.."; _lbCtrl lbAdd (localize "STR_ACE_MEDICAL_TriageCard_NoEntry");
}; };
{ {
_lbCtrl lbAdd _x; _lbCtrl lbAdd _x;

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@ -1,6 +1,14 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project name="ACE"> <Project name="ACE">
<Package name="Medical"> <Package name="Medical">
<Key ID="STR_ACE_Medical_Injuries">
<English>INJURIES</English>
<German>VERLETZUNGEN</German>
</Key>
<Key ID="STR_ACE_Medical_NoInjuriesBodypart">
<English>No injuries on this bodypart ...</English>
<German>Körperteil nicht verletzt ...</German>
</Key>
<Key ID="STR_ACE_Medical_litterSimulationDetail"> <Key ID="STR_ACE_Medical_litterSimulationDetail">
<English>Litter Simulation Detail</English> <English>Litter Simulation Detail</English>
<Polish>Detale zużytych medykamentów</Polish> <Polish>Detale zużytych medykamentów</Polish>
@ -356,6 +364,10 @@
<Hungarian>Orvosi lap</Hungarian> <Hungarian>Orvosi lap</Hungarian>
<Italian>Triage Card</Italian> <Italian>Triage Card</Italian>
</Key> </Key>
<Key ID="STR_ACE_MEDICAL_TriageCard_NoEntry">
<English>No entries on this triage card.</English>
<German>Keine Einträge auf der Triagekarte</German>
</Key>
<Key ID="STR_ACE_MEDICAL_ACTIONS_Tourniquet"> <Key ID="STR_ACE_MEDICAL_ACTIONS_Tourniquet">
<English>Tourniquet</English> <English>Tourniquet</English>
<German>Aderpresse</German> <German>Aderpresse</German>
@ -378,6 +390,22 @@
<Hungarian>Érszorító leszedése</Hungarian> <Hungarian>Érszorító leszedése</Hungarian>
<Italian>Rimuovi laccio emostatico</Italian> <Italian>Rimuovi laccio emostatico</Italian>
</Key> </Key>
<Key ID="STR_ACE_MEDICAL_ACTIONS_Diagnose">
<English>Diagnose</English>
<German>Diagnose</German>
</Key>
<Key ID="STR_ACE_MEDICAL_ACTIONS_Diagnosing">
<English>Diagnosing ...</English>
<German>Diagnostizieren ...</German>
</Key>
<Key ID="STR_ACE_MEDICAL_ACTIONS_CPR">
<English>CPR</English>
<German>HLW</German>
</Key>
<Key ID="STR_ACE_MEDICAL_ACTIONS_PerformingCPR">
<English>Performing CPR ...</English>
<German>HLW durchführen ...</German>
</Key>
<Key ID="STR_ACE_MEDICAL_ACTIONS_Blood4_1000"> <Key ID="STR_ACE_MEDICAL_ACTIONS_Blood4_1000">
<English>Give Blood IV (1000ml)</English> <English>Give Blood IV (1000ml)</English>
<German>Bluttransfusion IV (1000ml)</German> <German>Bluttransfusion IV (1000ml)</German>
@ -446,7 +474,7 @@
</Key> </Key>
<Key ID="STR_ACE_MEDICAL_ACTIONS_Saline4_1000"> <Key ID="STR_ACE_MEDICAL_ACTIONS_Saline4_1000">
<English>Give Saline IV (1000ml)</English> <English>Give Saline IV (1000ml)</English>
<German>Kochsaltzlösung IV (1000ml)</German> <German>Kochsalzlösung IV (1000ml)</German>
<Spanish>Dar Salino IV (1000ml)</Spanish> <Spanish>Dar Salino IV (1000ml)</Spanish>
<Russian>Перелить пакет физраствора (1000 мл)</Russian> <Russian>Перелить пакет физраствора (1000 мл)</Russian>
<Polish>Podaj sól fizjologiczną IV (1000ml)</Polish> <Polish>Podaj sól fizjologiczną IV (1000ml)</Polish>
@ -457,7 +485,7 @@
</Key> </Key>
<Key ID="STR_ACE_MEDICAL_ACTIONS_Saline4_500"> <Key ID="STR_ACE_MEDICAL_ACTIONS_Saline4_500">
<English>Give Saline IV (500ml)</English> <English>Give Saline IV (500ml)</English>
<German>Kochsaltzlösung IV (500ml)</German> <German>Kochsalzlösung IV (500ml)</German>
<Spanish>Dar Salino IV (500ml)</Spanish> <Spanish>Dar Salino IV (500ml)</Spanish>
<Russian>Перелить пакет физраствора (500 мл)</Russian> <Russian>Перелить пакет физраствора (500 мл)</Russian>
<Polish>Podaj sól fizjologiczną IV (500ml)</Polish> <Polish>Podaj sól fizjologiczną IV (500ml)</Polish>
@ -468,7 +496,7 @@
</Key> </Key>
<Key ID="STR_ACE_MEDICAL_ACTIONS_Saline4_250"> <Key ID="STR_ACE_MEDICAL_ACTIONS_Saline4_250">
<English>Give Saline IV (250ml)</English> <English>Give Saline IV (250ml)</English>
<German>Kochsaltzlösung IV (250ml)</German> <German>Kochsalzlösung IV (250ml)</German>
<Spanish>Dar Salino IV (250ml)</Spanish> <Spanish>Dar Salino IV (250ml)</Spanish>
<Russian>Перелить пакет физраствора (250 мл)</Russian> <Russian>Перелить пакет физраствора (250 мл)</Russian>
<Polish>Podaj sól fizjologiczną IV (250ml)</Polish> <Polish>Podaj sól fizjologiczną IV (250ml)</Polish>
@ -1038,12 +1066,12 @@
<Italian>Include vario materiale medico per trattamenti avanzati.</Italian> <Italian>Include vario materiale medico per trattamenti avanzati.</Italian>
</Key> </Key>
<Key ID="STR_ACE_MEDICAL_AID_KIT_DESC_USE"> <Key ID="STR_ACE_MEDICAL_AID_KIT_DESC_USE">
<English></English> <English>Personal Aid Kit for in field stitching or advanced treatment</English>
<Russian></Russian>
<French></French>
<Spanish></Spanish>
<Polish>W znacznym stopniu poprawia stan pacjenta</Polish> <Polish>W znacznym stopniu poprawia stan pacjenta</Polish>
<Italian></Italian> </Key>
<Key ID="STR_ACE_MEDICAL_USE_AID_KIT">
<English>Use Personal Aid Kit</English>
<German>Verbandpäckchen benutzen</German>
</Key> </Key>
<Key ID="STR_ACE_MEDICAL_SURGICALKIT_DISPLAY"> <Key ID="STR_ACE_MEDICAL_SURGICALKIT_DISPLAY">
<English>Surgical Kit</English> <English>Surgical Kit</English>
@ -1075,6 +1103,10 @@
<Hungarian>Sebészeti készlet komplex orvosi feladatok terepen való ellátására</Hungarian> <Hungarian>Sebészeti készlet komplex orvosi feladatok terepen való ellátására</Hungarian>
<Italian>Kit chirurgico per trattamenti avanzati sul campo.</Italian> <Italian>Kit chirurgico per trattamenti avanzati sul campo.</Italian>
</Key> </Key>
<Key ID="STR_ACE_MEDICAL_USE_SURGICALKIT">
<English>Use Surgical Kit</English>
<German>Operationsset benutzen</German>
</Key>
<Key ID="STR_ACE_MEDICAL_BODYBAG_DISPLAY"> <Key ID="STR_ACE_MEDICAL_BODYBAG_DISPLAY">
<English>Bodybag</English> <English>Bodybag</English>
<French>Housse mortuaire</French> <French>Housse mortuaire</French>
@ -1125,6 +1157,10 @@
<Hungarian>Vérnyomás megmérése...</Hungarian> <Hungarian>Vérnyomás megmérése...</Hungarian>
<Italian>Controllando la pressione sanguigna..</Italian> <Italian>Controllando la pressione sanguigna..</Italian>
</Key> </Key>
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_LOG">
<English>%1 checked Blood Pressure: %2</English>
<German>%1 kontrollierte Blutdruck: %2</German>
</Key>
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_CHECKED_MEDIC"> <Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_CHECKED_MEDIC">
<English>You checked %1</English> <English>You checked %1</English>
<French>Vous diagnostiquez %1</French> <French>Vous diagnostiquez %1</French>
@ -1194,6 +1230,22 @@
<Hungarian>Nem sikerült a vérnyomás megmérése</Hungarian> <Hungarian>Nem sikerült a vérnyomás megmérése</Hungarian>
<Italian>Manca strumento per misurare pressione sanguigna</Italian> <Italian>Manca strumento per misurare pressione sanguigna</Italian>
</Key> </Key>
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_LOW">
<English>Low</English>
<German>Niedrig</German>
</Key>
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_NORMAL">
<English>Normal</English>
<German>Normal</German>
</Key>
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_HIGH">
<English>High</English>
<German>Hoch</German>
</Key>
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_NOBLOODPRESSURE">
<English>No Blood Pressure</English>
<German>Kein Blutdruck</German>
</Key>
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE"> <Key ID="STR_ACE_MEDICAL_CHECK_PULSE">
<English>Pulse</English> <English>Pulse</English>
<Russian>Пульс</Russian> <Russian>Пульс</Russian>
@ -1205,14 +1257,14 @@
<Italian>Polso</Italian> <Italian>Polso</Italian>
</Key> </Key>
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_CONTENT"> <Key ID="STR_ACE_MEDICAL_CHECK_PULSE_CONTENT">
<English>Checking Heart Rate..</English> <English>Checking Heart Rate ...</English>
<French>Vérification du rythme cardiaque ...</French> <French>Vérification du rythme cardiaque ...</French>
<Russian>Проверка пульса ...</Russian> <Russian>Проверка пульса ...</Russian>
<Spanish>Comprobando ritmo cardíaco...</Spanish> <Spanish>Comprobando ritmo cardíaco ...</Spanish>
<Polish>Sprawdzanie tętna...</Polish> <Polish>Sprawdzanie tętna ...</Polish>
<German>Kontrolliere Herzfrequenz</German> <German>Kontrolliere Herzfrequenz ...</German>
<Hungarian>Szívverés-szám mérése...</Hungarian> <Hungarian>Szívverés-szám mérése...</Hungarian>
<Italian>Controllando il battito cardiaco..</Italian> <Italian>Controllando il battito cardiaco ...</Italian>
</Key> </Key>
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_CHECKED_MEDIC"> <Key ID="STR_ACE_MEDICAL_CHECK_PULSE_CHECKED_MEDIC">
<English>You checked %1</English> <English>You checked %1</English>
@ -1224,6 +1276,22 @@
<Hungarian>A %1 ellenőrizve</Hungarian> <Hungarian>A %1 ellenőrizve</Hungarian>
<Italian>Hai diagnosticato %1</Italian> <Italian>Hai diagnosticato %1</Italian>
</Key> </Key>
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_LOG">
<English>%1 checked Heart Rate: %2</English>
<German>%1 kontrollierte Herzfrequenz: %2</German>
</Key>
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_WEAK">
<English>Weak</English>
<German>Schwach</German>
</Key>
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_NORMAL">
<English>Normal</English>
<German>Normal</German>
</Key>
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_STRONG">
<English>Strong</English>
<German>Stark</German>
</Key>
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_1"> <Key ID="STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_1">
<English>You find a Heart Rate of %2</English> <English>You find a Heart Rate of %2</English>
<French>Rythme carquiaque de %2</French> <French>Rythme carquiaque de %2</French>
@ -1659,5 +1727,145 @@
<Spanish>Aberración cromática</Spanish> <Spanish>Aberración cromática</Spanish>
<French>Aberration chromatique</French> <French>Aberration chromatique</French>
</Key> </Key>
<Key ID="STR_ACE_Medical_Wounds_Abrasion">
<English>Scrape</English>
<German>Kratzer</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Abrasion_Minor">
<English>Minor Scrape</English>
<German>Kleiner Kratzer</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Abrasion_Medium">
<English>Medium Scrape</English>
<German>Mittlerer Kratzer</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Abrasion_Large">
<English>Large Scrape</English>
<German>Großer Kratzer</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Avulsion">
<English>Avulsion</English>
<German>Avulsion</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Avulsion_Minor">
<English>Minor Avulsion</English>
<German>Kleine Avulsion</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Avulsion_Medium">
<English>Medium Avulsion</English>
<German>Mittlere Avulsion</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Avulsion_Large">
<English>Large Avulsion</English>
<German>Große Avulsion</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Contusion">
<English>Bruise</English>
<German>Prellung</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Contusion_Minor">
<English>Minor Bruise</English>
<German>Kleine Prellung</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Contusion_Medium">
<English>Medium Bruise</English>
<German>Mittlere Prellung</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Contusion_Large">
<English>Large Bruise</English>
<German>Große Prellung</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Crush">
<English>Crushed tissue</English>
<German>Quetschverletzung</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Crush_Minor">
<English>Minor crushed tissue</English>
<German>Kleine Quetschverletzung</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Crush_Medium">
<English>Medium crushed tissue</English>
<German>Mittlere Quetschverletzung</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Crush_Large">
<English>Large crushed tissue</English>
<German>Große Quetschverletzung</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Cut">
<English>Cut</English>
<German>Schnittwunde</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Cut_Minor">
<English>Small Cut</English>
<German>Kleine Schnittwunde</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Cut_Medium">
<English>Medium Cut</English>
<German>Mittlere Schnittwunde</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Cut_Large">
<English>Large Cut</English>
<German>Große Schnittwunde</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Laceration">
<English>Tear</English>
<German>Riss</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Laceration_Minor">
<English>Small Tear</English>
<German>Kleiner Riss</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Laceration_Medium">
<English>Medium Tear</English>
<German>Mittlerer Riss</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Laceration_Large">
<English>Large Tear</English>
<German>Großer Riss</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_VelocityWound">
<English>Velocity Wound</English>
<German>Ballistisches Trauma</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_VelocityWound_Minor">
<English>Smal Velocity Wound</English>
<German>Kleines Ballistisches Trauma</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_VelocityWound_Medium">
<English>Medium Velocity Wound</English>
<German>Mittleres Ballistisches Trauma</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_VelocityWound_Large">
<English>Large Velocity Wound</English>
<German>Großes Ballistisches Trauma</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_PunctureWound">
<English>Puncture Wound</English>
<German>Stichwunde</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_PunctureWound_Minor">
<English>Minor Puncture Wound</English>
<German>Kleine Stichwunde</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_PunctureWound_Medium">
<English>Medium Puncture Wound</English>
<German>Mittlere Stichwunde</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_PunctureWound_Large">
<English>Large Puncture Wound</English>
<German>Große Stichwunde</German>
</Key>
<Key ID="STR_ACE_Medical_Wounds_Femur">
<English>Broken Femur</English>
<German>Gebrochener Oberschenkelknochen</German>
</Key>
</Package> </Package>
</Project> </Project>

View File

@ -60,7 +60,7 @@ class Rsctitles {
font = "PuristaMedium"; font = "PuristaMedium";
colorText[] = {0.95, 0.95, 0.95, 0.75}; colorText[] = {0.95, 0.95, 0.95, 0.75};
colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.9])"}; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.9])"};
text = "INJURIES"; text = "$STR_ACE_Medical_Injuries";
}; };
class InjuryList: ACE_gui_listBoxBase { class InjuryList: ACE_gui_listBoxBase {
idc = 200; idc = 200;

View File

@ -49,7 +49,7 @@ class GVAR(triageCard) {
font = "PuristaMedium"; font = "PuristaMedium";
colorText[] = {0,0,0,1}; colorText[] = {0,0,0,1};
colorBackground[] = {0,0,0,0}; colorBackground[] = {0,0,0,0};
text = "TRIAGE CARD"; text = "$STR_ACE_MEDICAL_ACTIONS_TriageCard";
}; };
class TriageList: ACE_gui_listBoxBase { class TriageList: ACE_gui_listBoxBase {
idc = 200; idc = 200;