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Standardize actions across basic and advanced
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6f8b5cc676
commit
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@ -31,12 +31,12 @@ class ACE_Medical_Actions {
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callbackSuccess = QUOTE(DFUNC(treatmentBasic_morphine));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class Epipen: Bandage {
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class Epinephrine: Bandage {
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displayName = "$STR_ACE_Medical_Inject_Epinephrine";
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displayNameProgress = "$STR_ACE_Medical_Injecting_Epinephrine";
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requiredMedic = 1;
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treatmentTime = 3;
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items[] = {QGVAR(epipen)};
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items[] = {QGVAR(epinephrine)};
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callbackSuccess = QUOTE(DFUNC(treatmentBasic_epipen));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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@ -351,7 +351,7 @@ class CfgVehicles {
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runOnHover = 1;
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statement = QUOTE([ARR_3(_target, true, 0)] call DFUNC(displayPatientInformation));
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class Bandage_Head {
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class Bandage {
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displayName = "$STR_ACE_Medical_Bandage_HitHead";
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distance = 2.0;
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condition = QUOTE([ARR_4(_player, _target, 'head', 'Bandage')] call DFUNC(canTreat));
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@ -414,7 +414,8 @@ class CfgVehicles {
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priority = 2;
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hotkey = "M";
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enableInside = 1;
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class Bandage_Torso {
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class Bandage {
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displayName = "$STR_ACE_Medical_Bandage_HitBody";
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distance = 2.0;
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condition = QUOTE([ARR_4(_player, _target, 'body', 'Bandage')] call DFUNC(canTreat));
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@ -487,7 +488,7 @@ class CfgVehicles {
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runOnHover = 1;
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statement = QUOTE([ARR_3(_target, true, 2)] call DFUNC(displayPatientInformation));
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class Bandage_LeftArm {
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class Bandage {
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displayName = "$STR_ACE_Medical_Bandage_HitLeftArm";
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distance = 2.0;
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condition = QUOTE([ARR_4(_player, _target, 'hand_l', 'Bandage')] call DFUNC(canTreat));
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@ -608,7 +609,7 @@ class CfgVehicles {
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class ACE_ArmRight {
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runOnHover = 1;
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statement = QUOTE([ARR_3(_target, true, 3)] call DFUNC(displayPatientInformation));
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class Bandage_RightArm {
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class Bandage {
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displayName = "$STR_ACE_Medical_Bandage_HitRightArm";
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distance = 2.0;
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condition = QUOTE([ARR_4(_player, _target, 'hand_r', 'Bandage')] call DFUNC(canTreat));
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@ -730,7 +731,7 @@ class CfgVehicles {
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class ACE_LegLeft {
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runOnHover = 1;
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statement = QUOTE([ARR_3(_target, true, 4)] call DFUNC(displayPatientInformation));
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class Bandage_LeftLeg {
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class Bandage {
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displayName = "$STR_ACE_Medical_Bandage_HitLeftLeg";
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distance = 2.0;
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condition = QUOTE([ARR_4(_player, _target, 'leg_l', 'Bandage')] call DFUNC(canTreat));
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@ -842,7 +843,7 @@ class CfgVehicles {
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class ACE_LegRight {
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runOnHover = 1;
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statement = QUOTE([ARR_3(_target, true, 5)] call DFUNC(displayPatientInformation));
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class Bandage_RightLeg {
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class Bandage {
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displayName = "$STR_ACE_Medical_Bandage_HitRightLeg";
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distance = 2.0;
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condition = QUOTE([ARR_4(_player, _target, 'leg_r', 'Bandage')] call DFUNC(canTreat));
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@ -1,25 +1,25 @@
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class CfgWeapons {
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class ItemCore;
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class InventoryItem_Base_F;
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class InventoryFirstAidKitItem_Base_F;
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class MedikitItem;
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// ITEMS
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class FirstAidKit: ItemCore {
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type = 0;
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class ItemInfo: InventoryFirstAidKitItem_Base_F {
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mass = 4;
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type = 201;
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class ItemCore;
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class InventoryItem_Base_F;
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class InventoryFirstAidKitItem_Base_F;
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class MedikitItem;
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// ITEMS
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class FirstAidKit: ItemCore {
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type = 0;
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class ItemInfo: InventoryFirstAidKitItem_Base_F {
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mass = 4;
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type = 201;
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};
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};
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};
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class Medikit: ItemCore {
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type = 0;
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class ItemInfo: MedikitItem {
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mass = 60;
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type = 201;
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class Medikit: ItemCore {
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type = 0;
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class ItemInfo: MedikitItem {
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mass = 60;
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type = 201;
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};
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};
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};
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// @todo localize
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class ACE_ItemCore;
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@ -183,8 +183,7 @@ if (_selection == "" and
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_damageReturn < 1 and
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!(_unit getVariable [QGVAR(isUnconscious), False]
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)) then {
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// random chance to kill AI instead of knocking them out
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if (_unit getVariable [QGVAR(allowUnconscious), ([_unit] call EFUNC(common,isPlayer)) or random 1 > 0.5]) then {
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if (_unit getVariable [QGVAR(allowUnconscious), ([_unit] call EFUNC(common,isPlayer)) or random 1 > 0.3]) then {
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[_unit, true] call FUNC(setUnconscious);
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} else {
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_damageReturn = 1;
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@ -15,7 +15,6 @@
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*/
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#include "script_component.hpp"
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#define BLOODBAGHEAL 70
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private ["_caller", "_target","_className"];
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_caller = _this select 0;
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@ -23,7 +23,7 @@ _target = _this select 1;
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_className = _this select 3;
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// reduce pain, pain sensitivity
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_morphine = (_target getVariable [QGVAR(morphine), 0] + MORPHINEHEAL) min 1;
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_morphine = ((_target getVariable [QGVAR(morphine), 0]) + MORPHINEHEAL) min 1;
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_target setVariable [QGVAR(morphine), _morphine, true];
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_pain = ((_target getVariable [QGVAR(pain), 0]) - MORPHINEHEAL) max 0;
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_target setVariable [QGVAR(pain), _pain, true];
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