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Merge pull request #172 from KoffeinFlummi/Medical_Improvements
Medical improvements
This commit is contained in:
commit
9709fa17c0
@ -11,7 +11,7 @@ class ACE_Medical_Actions {
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treatmentTime = 5;
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treatmentTimeSelfCoef = 1;
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items[] = {{QGVAR(fieldDressing), QGVAR(packingBandage), QGVAR(elasticBandage), QGVAR(quikClot)}};
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condition = "";
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itemConsumed = 1;
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callbackSuccess = QUOTE(DFUNC(treatmentBasic_bandage));
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@ -53,8 +53,6 @@ class ACE_Medical_Actions {
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};
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class Advanced {
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// cse_surgical_kit cse_bandage_basic cse_packing_bandage cse_bandageElastic cse_tourniquet cse_splint cse_morphine cse_atropine cse_epinephrine cse_plasma_iv cse_plasma_iv_500 cse_plasma_iv250 cse_blood_iv cse_blood_iv_500 cse_blood_iv_250 cse_saline_iv cse_saline_iv_500 cse_saline_iv_250 cse_quikclot cse_nasopharyngeal_tube cse_opa cse_liquidSkin cse_chestseal cse_personal_aid_kit
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class FieldDressing {
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// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
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treatmentLocations[] = {"All"};
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@ -64,13 +62,17 @@ class ACE_Medical_Actions {
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treatmentTime = 5;
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// Item required for the action. Leave empty for no item required.
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items[] = {QGVAR(fieldDressing)};
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condition = "";
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// Callbacks
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_bandage));
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callbackFailure = "";
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callbackProgress = "";
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animationPatient = "";
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animationCaller = ""; // TODO
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itemConsumed = 1;
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animationPatient = "";
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic4";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic";
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animationCallerSelfProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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};
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class PackingBandage: fieldDressing {
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items[] = {QGVAR(packingBandage)};
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@ -85,16 +87,18 @@ class ACE_Medical_Actions {
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items[] = {QGVAR(tourniquet)};
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treatmentTime = 6;
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callbackSuccess = QUOTE(DFUNC(treatmentTourniquet));
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condition = QUOTE(!([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo)));
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};
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class Morphine: fieldDressing {
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items[] = {QGVAR(morphine)};
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treatmentTime = 3;
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_medication));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class Atropine: fieldDressing {
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class Atropine: Morphine {
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items[] = {QGVAR(atropine)};
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};
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class Epinephrine: fieldDressing {
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class Epinephrine: Morphine {
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items[] = {QGVAR(epinephrine)};
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};
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class BloodIV: fieldDressing {
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@ -102,6 +106,7 @@ class ACE_Medical_Actions {
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requiredMedic = 1;
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treatmentTime = 7;
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callbackSuccess = QUOTE(DFUNC(treatmentIV));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class BloodIV_500: BloodIV {
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items[] = {QGVAR(bloodIV_500)};
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@ -111,6 +116,7 @@ class ACE_Medical_Actions {
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};
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class PlasmaIV: BloodIV {
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items[] = {QGVAR(plasmaIV)};
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class PlasmaIV_500: PlasmaIV {
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items[] = {QGVAR(plasmaIV_500)};
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@ -120,6 +126,7 @@ class ACE_Medical_Actions {
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};
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class SalineIV: BloodIV {
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items[] = {QGVAR(salineIV)};
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class SalineIV_500: SalineIV {
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items[] = {QGVAR(salineIV_500)};
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@ -134,6 +141,7 @@ class ACE_Medical_Actions {
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treatmentTime = 15;
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_surgicalKit));
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itemConsumed = 0;
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class PersonalAidKit: fieldDressing {
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items[] = {QGVAR(personalAidKit)};
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@ -142,6 +150,7 @@ class ACE_Medical_Actions {
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treatmentTime = 15;
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_fullHeal));
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itemConsumed = 0;
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class CheckPulse: fieldDressing {
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treatmentLocations[] = {"All"};
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@ -164,12 +173,14 @@ class ACE_Medical_Actions {
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class RemoveTourniquet: CheckPulse {
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treatmentTime = 2.5;
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callbackSuccess = QUOTE(DFUNC(actionRemoveTourniquet));
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condition = QUOTE([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo));
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};
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class CPR: fieldDressing {
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treatmentLocations[] = {"All"};
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requiredMedic = 0;
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treatmentTime = 25;
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items[] = {};
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condition = ""; // unconscious?
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR));
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callbackFailure = "";
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callbackProgress = "";
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@ -177,6 +188,18 @@ class ACE_Medical_Actions {
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animationCaller = ""; // TODO
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itemConsumed = 0;
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};
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class BodyBag: fieldDressing {
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treatmentLocations[] = {"All"};
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requiredMedic = 0;
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treatmentTime = 7.5;
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items[] = {QVAR(bodyBag)};
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condition = "!alive (_this select 1);";
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callbackSuccess = QUOTE(DFUNC(actionPlaceInBodyBag));
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callbackFailure = "";
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callbackProgress = "";
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animationPatient = "";
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itemConsumed = 0;
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};
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};
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};
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@ -193,7 +216,7 @@ class ACE_Medical_Advanced {
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name = "Scrape";
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selections[] = {"All"};
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bleedingRate = 0.0001;
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pain = 0.1;
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pain = 0.01;
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causes[] = {"falling", "ropeburn", "vehiclecrash"};
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minDamage = 0.01;
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class Minor {
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@ -215,7 +238,7 @@ class ACE_Medical_Advanced {
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name = "Avulsion";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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pain = 0.3;
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causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"};
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minDamage = 0.2;
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class Minor {
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@ -237,7 +260,7 @@ class ACE_Medical_Advanced {
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name = "Bruise";
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selections[] = {"All"};
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bleedingRate = 0.0;
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pain = 1;
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pain = 0.05;
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causes[] = {"bullet", "backblast", "punch","vehiclecrash","falling"};
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minDamage = 0.01;
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class Minor {
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@ -256,7 +279,7 @@ class ACE_Medical_Advanced {
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name = "Crushed tissue";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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pain = 0.1;
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causes[] = {"falling", "vehiclecrash", "punch"};
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minDamage = 0.1;
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class Minor {
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@ -278,7 +301,7 @@ class ACE_Medical_Advanced {
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name = "Cut";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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pain = 0.075;
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causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab"};
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minDamage = 0.1;
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class Minor {
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@ -300,7 +323,7 @@ class ACE_Medical_Advanced {
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name = "Tear";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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pain = 0.075;
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causes[] = {"vehiclecrash", "punch"};
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minDamage = 0.01;
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class Minor {
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@ -322,7 +345,7 @@ class ACE_Medical_Advanced {
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name = "Velocity Wound";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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pain = 0.2;
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causes[] = {"bullet", "grenade","explosive", "shell"};
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minDamage = 0.15;
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class Minor {
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@ -344,7 +367,7 @@ class ACE_Medical_Advanced {
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name = "Puncture Wound";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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pain = 0.075;
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causes[] = {"stab", "grenade"};
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minDamage = 0.01;
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class Minor {
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@ -365,7 +388,7 @@ class ACE_Medical_Advanced {
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class Femur {
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name = "Broken Femur";
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selections[] = {"Head", "Torso"};
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pain = 20;
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pain = 0.2;
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causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"};
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minDamage = 0.5;
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};
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71
addons/medical/ACE_Settings.hpp
Normal file
71
addons/medical/ACE_Settings.hpp
Normal file
@ -0,0 +1,71 @@
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class ACE_Settings {
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class GVAR(level) {
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value = 1;
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typeName = "SCALAR";
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values[] = {"Disabled", "Basic", "Advanced"};
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};
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class GVAR(medicSetting) {
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value = 1;
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typeName = "SCALAR";
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values[] = {"Disabled", "Normal", "Advanced"};
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};
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class GVAR(enableFor) {
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value = 0;
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typeName = "SCALAR";
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values[] = {"Players only", "Players and AI"};
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};
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class GVAR(maxRevives) {
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typeName = "NUMBER";
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value = 1;
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};
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class GVAR(enableOverdosing) {
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typeName = "BOOL";
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value = true;
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};
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class GVAR(bleedingCoefficient) {
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typeName = "NUMBER";
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value = 1;
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};
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class GVAR(enableAirway) {
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typeName = "BOOL";
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value = false;
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};
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class GVAR(enableFractures) {
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typeName = "BOOL";
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value = false;
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};
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class GVAR(enableAdvancedWounds) {
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typeName = "BOOL";
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value = false;
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};
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class GVAR(enableVehicleCrashes) {
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typeName = "BOOL";
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value = true;
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};
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class GVAR(enableScreams) {
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typeName = "BOOL";
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value = true;
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};
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class GVAR(playerDamageThreshold) {
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typeName = "NUMBER";
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value = 1;
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};
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class GVAR(AIDamageThreshold) {
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typeName = "NUMBER";
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value = 1;
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};
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class GVAR(enableUnsconsiousnessAI) {
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value = 1;
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typeName = "NUMBER";
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values[] = {"Disabled", "Enabled", "50/50"};
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};
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class GVAR(preventInstaDeath) {
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typeName = "BOOL";
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value = false;
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};
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class GVAR(maxReviveTime) {
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typeName = "NUMBER";
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value = 120;
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};
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};
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@ -26,3 +26,19 @@ class Extended_Respawn_EventHandlers {
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};
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};
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};
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class Extended_Killed_EventHandlers {
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class CAManBase {
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class ADDON {
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killed = QUOTE(call FUNC(handleKilled));
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};
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};
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};
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class Extended_Local_EventHandlers {
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class CAManBase {
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class ADDON {
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local = QUOTE(call FUNC(handleLocal));
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};
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};
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};
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6
addons/medical/CfgFactionClasses.hpp
Normal file
6
addons/medical/CfgFactionClasses.hpp
Normal file
@ -0,0 +1,6 @@
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class CfgFactionClasses {
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class NO_CATEGORY;
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class ADDON: NO_CATEGORY {
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displayName = "ACE Medical";
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};
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};
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File diff suppressed because it is too large
Load Diff
@ -3,6 +3,7 @@
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#include "script_component.hpp"
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if (!hasInterface) exitwith{};
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GVAR(enabledFor) = 1; // TODO remove this once we implement settings. Just here to get the vitals working.
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GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3"];
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GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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@ -138,7 +139,7 @@ if (isNil QGVAR(level)) then {
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// HEARTRATE BASED EFFECTS
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[{
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_heartRate = ACE_player getVariable [QGVAR(heartRate), 70];
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if (GVAR(level) == 0) then {
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if (GVAR(level) == 1) then {
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_heartRate = 60 + 40 * (ACE_player getVariable [QGVAR(pain), 0]);
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};
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if (_heartRate <= 0) exitwith {};
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@ -197,7 +198,7 @@ if (isNil QGVAR(level)) then {
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};
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};
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if (GVAR(level) > 0 && {_heartRate > 0}) then {
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if (GVAR(level) >= 2 && {_heartRate > 0}) then {
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_minTime = 60 / _heartRate;
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if (time - GVAR(lastHeartBeatSound) > _minTime) then {
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GVAR(lastHeartBeatSound) = time;
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@ -216,7 +217,7 @@ if (isNil QGVAR(level)) then {
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}, 0, []] call CBA_fnc_addPerFrameHandler;
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// broadcast injuries to JIP clients in a MP session
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if (isMultiplayer && !isDedicated) then {
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if (isMultiplayer) then {
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[QGVAR(onPlayerConnected), "onPlayerConnected", {
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if (isNil QGVAR(InjuredCollection)) then {
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GVAR(InjuredCollection) = [];
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@ -231,3 +232,13 @@ if (isMultiplayer && !isDedicated) then {
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}foreach GVAR(InjuredCollection);
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}, []] call BIS_fnc_addStackedEventHandler;
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};
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[
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{(((_this select 0) getvariable [QGVAR(bloodVolume), 0]) < 65)},
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{(((_this select 0) getvariable [QGVAR(pain), 0]) > 0.9)},
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{(((_this select 0) call FUNC(getBloodLoss)) > 0.25)},
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{((_this select 0) getvariable [QGVAR(inReviveState), false])},
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{((_this select 0) getvariable ["ACE_isDead", false])},
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{(((_this select 0) getvariable [QGVAR(airwayStatus), 100]) < 80)}
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] call FUNC(addUnconsciousCondition);
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|
@ -24,6 +24,7 @@ PREP(getBloodPressure);
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PREP(getBloodVolumeChange);
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PREP(getCardiacOutput);
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PREP(getTypeOfDamage);
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PREP(getTriageStatus);
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PREP(getUnconsciousCondition);
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PREP(handleDamage);
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PREP(handleDamage_advanced);
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@ -35,6 +36,8 @@ PREP(handleDamage_fractures);
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PREP(handleDamage_internalInjuries);
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PREP(handleDamage_wounds);
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PREP(handleUnitVitals);
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PREP(handleKilled);
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PREP(handleLocal);
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PREP(hasItem);
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PREP(hasItems);
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PREP(hasMedicalEnabled);
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@ -76,6 +79,11 @@ PREP(treatmentTourniquetLocal);
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PREP(useItem);
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PREP(useItems);
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PREP(displayPatientInformation);
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PREP(moduleMedicalSettings);
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PREP(moduleAssignMedicRoles);
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PREP(moduleAssignMedicalVehicle);
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PREP(moduleAssignMedicalFacility);
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PREP(moduleTreatmentConfiguration);
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GVAR(injuredUnitCollection) = [];
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call FUNC(parseConfigForInjuries);
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|
@ -2,8 +2,8 @@
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class CfgPatches {
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class ADDON {
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units[] = {};
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weapons[] = {};
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units[] = {QGVAR(fieldDressingItem), QGVAR(packingBandageItem), QGVAR(elasticBandageItem), QGVAR(tourniquetItem), QGVAR(morphineItem), QGVAR(atropineItem), QGVAR(epinephrineItem), QGVAR(plasmaIVItem), QGVAR(bloodIVItem), QGVAR(salineIVItem), QGVAR(quikclotItem), QGVAR(personalAidKitItem), QGVAR(surgicalKitItem), QGVAR(bodyBagItem)};
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weapons[] = {QGVAR(fieldDressing), QGVAR(packingBandage), QGVAR(elasticBandage), QGVAR(tourniquet), QGVAR(morphine), QGVAR(atropine), QGVAR(epinephrine), QGVAR(plasmaIV), QGVAR(plasmaIV_500), QGVAR(plasmaIV_250), QGVAR(bloodIV), QGVAR(bloodIV_500), QGVAR(bloodIV_250), QGVAR(salineIV), QGVAR(salineIV_500), QGVAR(salineIV_250), QGVAR(quikclot), QGVAR(personalAidKit), QGVAR(surgicalKit), QGVAR(bodyBag)};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {ace_common, ace_interaction};
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author[] = {"Glowbal", "KoffienFlummi"};
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@ -13,8 +13,10 @@ class CfgPatches {
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};
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#include "CfgEventHandlers.hpp"
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#include "CfgFactionClasses.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgWeapons.hpp"
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#include "CFgSounds.hpp"
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#include "ACE_Medical_Treatments.hpp"
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#include "ACE_Settings.hpp"
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#include "UI\RscTitles.hpp"
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|
@ -28,32 +28,32 @@ _bloodPressureLow = _bloodPressure select 0;
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_output = "";
|
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_logOutPut = "";
|
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if ([_caller] call FUNC(isMedic)) then {
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_output = "STR_ACE_CHECK_BLOODPRESSURE_OUTPUT_1";
|
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_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_1";
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_logOutPut = format["%1/%2",round(_bloodPressureHigh),round(_bloodPressureLow)];
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} else {
|
||||
if (_bloodPressureHigh > 20) then {
|
||||
_output = "STR_ACE_CHECK_BLOODPRESSURE_OUTPUT_2";
|
||||
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_2";
|
||||
_logOutPut = "Low";
|
||||
if (_bloodPressureHigh > 100) then {
|
||||
_output = "STR_ACE_CHECK_BLOODPRESSURE_OUTPUT_3";
|
||||
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_3";
|
||||
_logOutPut = "Normal";
|
||||
if (_bloodPressureHigh > 160) then {
|
||||
_output = "STR_ACE_CHECK_BLOODPRESSURE_OUTPUT_4";
|
||||
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_4";
|
||||
_logOutPut = "High";
|
||||
};
|
||||
|
||||
};
|
||||
} else {
|
||||
if (random(10) > 3) then {
|
||||
_output = "STR_ACE_CHECK_BLOODPRESSURE_OUTPUT_5";
|
||||
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_5";
|
||||
_logOutPut = "No Blood Pressure";
|
||||
} else {
|
||||
_output = "STR_ACE_CHECK_BLOODPRESSURE_OUTPUT_6";
|
||||
_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_6";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
["displayTextStructured", [_caller], [[_output, [_target] call EFUNC(common,getName), round(_bloodPressureHigh),round(_bloodPressureLow)], 1.5, _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 {
|
||||
[_target,"examine", format["%1 checked Blood Pressure: %2", [_caller] call EFUNC(common,getName), _logOutPut]] call FUNC(addToLog);
|
||||
|
@ -23,31 +23,30 @@ _heartRate = _unit getvariable [QGVAR(heartRate), 80];
|
||||
if (!alive _unit) then {
|
||||
_heartRate = 0;
|
||||
};
|
||||
_heartRateOutput = "STR_ACE_CHECK_PULSE_OUTPUT_5";
|
||||
_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_5";
|
||||
_logOutPut = "No heart rate";
|
||||
|
||||
if (_heartRate > 1.0) then {
|
||||
if ([_caller] call FUNC(isMedic)) then {
|
||||
_heartRateOutput = "STR_ACE_CHECK_PULSE_OUTPUT_1";
|
||||
_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_1";
|
||||
_logOutPut = format["%1",round(_heartRate)];
|
||||
} else {
|
||||
// non medical personel will only find a pulse/HR
|
||||
_heartRateOutput = "STR_ACE_CHECK_PULSE_OUTPUT_2";
|
||||
_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_2";
|
||||
_logOutPut = "Weak";
|
||||
if (_heartRate > 60) then {
|
||||
if (_heartRate > 100) then {
|
||||
_heartRateOutput = "STR_ACE_CHECK_PULSE_OUTPUT_3";
|
||||
_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_3";
|
||||
_logOutPut = "Strong";
|
||||
} else {
|
||||
_heartRateOutput = "STR_ACE_CHECK_PULSE_OUTPUT_4";
|
||||
_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_4";
|
||||
_logOutPut = "Normal";
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
_content = ["STR_ACE_CHECK_PULSE_CHECKED_MEDIC",_heartRateOutput];
|
||||
["displayTextStructured", [_caller], [[_content, [_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 {
|
||||
[_unit,"examine",format["%1 checked Heart Rate: %2",[_caller] call EFUNC(common,getName),_logOutPut]] call FUNC(addToLog);
|
||||
|
@ -20,11 +20,11 @@ _target = _this select 1;
|
||||
|
||||
_output = "";
|
||||
if ([_target] call EFUNC(common,isAwake)) then {
|
||||
_output = ["STR_ACE_CHECK_REPONSE_RESPONSIVE",[_target] call EFUNC(common,getName)];
|
||||
_output = ["STR_ACE_MEDICAL_CHECK_REPONSE_RESPONSIVE",[_target] call EFUNC(common,getName)];
|
||||
} else {
|
||||
_output = ["STR_ACE_CHECK_REPONSE_UNRESPONSIVE",[_target] call EFUNC(common,getName)];
|
||||
_output = ["STR_ACE_MEDICAL_CHECK_REPONSE_UNRESPONSIVE",[_target] call EFUNC(common,getName)];
|
||||
};
|
||||
|
||||
["displayTextStructured", [_caller], [_output, 1.5, _caller]] call EFUNC(common,targetEvent);
|
||||
["displayTextStructured", [_caller], [_output, 2, _caller]] call EFUNC(common,targetEvent);
|
||||
|
||||
[_target,"examine",_output] call FUNC(addToLog);
|
||||
|
@ -21,7 +21,7 @@ _caller = _this select 0;
|
||||
_target = _this select 1;
|
||||
|
||||
if ([_target] call EFUNC(common,isAwake)) exitwith {
|
||||
// TODO localization
|
||||
// TODO localization
|
||||
["displayTextStructured", [_caller], [["This person (%1) is awake and cannot be loaded", [_target] call EFUNC(common,getName)], 1.5, _caller]] call EFUNC(common,targetEvent);
|
||||
};
|
||||
|
||||
|
@ -36,6 +36,6 @@ _tourniquets set[_part, 0];
|
||||
_target setvariable [QGVAR(tourniquets), _tourniquets, true];
|
||||
|
||||
// Adding the tourniquet item to the caller
|
||||
_caller addItem "ACE_tourniquet";
|
||||
_caller addItem QGVAR(tourniquet);
|
||||
|
||||
// "AinvPknlMstpSlayWrflDnon_medic
|
||||
|
@ -15,36 +15,45 @@
|
||||
|
||||
private "_unit";
|
||||
_unit = _this select 0;
|
||||
if !(local _unit) exitwith{
|
||||
[[_unit], QUOTE(DFUNC(addToInjuredCollection)), _unit] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
};
|
||||
_force = if (count _this > 1) then {_this select 1} else {false};
|
||||
|
||||
if !(_unit getvariable[QGVAR(addedToUnitLoop),false]) then{
|
||||
_unit setvariable [QGVAR(addedToUnitLoop),true, true];
|
||||
};
|
||||
|
||||
if ([_unit] call FUNC(hasMedicalEnabled)) then {
|
||||
[{
|
||||
private "_unit";
|
||||
_unit = (_this select 0) select 0;
|
||||
if (!alive _unit || !local _unit) then {
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
} else {
|
||||
[_unit] call FUNC(handleUnitVitals);
|
||||
|
||||
private "_pain";
|
||||
_pain = _unit getvariable [QGVAR(pain), 0];
|
||||
if (_pain > 45) then {
|
||||
if (random(1) > 0.6) then {
|
||||
[_unit] call FUNC(setUnconscious);
|
||||
};
|
||||
[_unit] call FUNC(playInjuredSound);
|
||||
};
|
||||
};
|
||||
}, 1, [_unit]] call CBA_fnc_addPerFrameHandler;
|
||||
if ([_unit] call FUNC(hasMedicalEnabled) || _force) then {
|
||||
if ((_unit getvariable[QGVAR(addedToUnitLoop),false] || !alive _unit) && !_force) exitwith{};
|
||||
if !(local _unit) exitwith {
|
||||
[[_unit, _force], QUOTE(DFUNC(addToInjuredCollection)), _unit] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
};
|
||||
_unit setvariable [QGVAR(addedToUnitLoop), true, true];
|
||||
|
||||
if (isNil QGVAR(InjuredCollection)) then {
|
||||
GVAR(InjuredCollection) = [];
|
||||
};
|
||||
GVAR(InjuredCollection) pushback _unit;
|
||||
|
||||
[{
|
||||
private "_unit";
|
||||
_unit = (_this select 0) select 0;
|
||||
if (!alive _unit || !local _unit) then {
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
if (!local _unit) then {
|
||||
if (GVAR(level) >= 2) then {
|
||||
_unit setvariable [QGVAR(heartRate), _unit getvariable [QGVAR(heartRate), 0], true];
|
||||
_unit setvariable [QGVAR(bloodPressure), _unit getvariable [QGVAR(bloodPressure), [0, 0]], true];
|
||||
};
|
||||
_unit setvariable [QGVAR(bloodVolume), _unit getvariable [QGVAR(bloodVolume), 0], true];
|
||||
};
|
||||
GVAR(InjuredCollection) = GVAR(InjuredCollection) - [_unit];
|
||||
} else {
|
||||
[_unit] call FUNC(handleUnitVitals);
|
||||
|
||||
private "_pain";
|
||||
_pain = _unit getvariable [QGVAR(pain), 0];
|
||||
if (_pain > 0) then {
|
||||
if (_pain > 0.7 && {random(1) > 0.6}) then {
|
||||
[_unit] call FUNC(setUnconscious);
|
||||
};
|
||||
|
||||
[_unit, _pain] call FUNC(playInjuredSound);
|
||||
};
|
||||
};
|
||||
}, 1, [_unit]] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
||||
|
@ -16,29 +16,48 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_caller", "_target", "_selectionName", "_className", "_config", "_availableLevels", "_medicRequired", "_items", "_locations", "_return"];
|
||||
private ["_caller", "_target", "_selectionName", "_className", "_config", "_availableLevels", "_medicRequired", "_items", "_locations", "_return", "_condition"];
|
||||
_caller = _this select 0;
|
||||
_target = _this select 1;
|
||||
_selectionName = _this select 2;
|
||||
_className = _this select 3;
|
||||
|
||||
_config = (ConfigFile >> "ACE_Medical_Treatments" >> "Basic" >> _className);
|
||||
if (GVAR(level)>=1) then {
|
||||
_config = (ConfigFile >> "ACE_Medical_Treatments" >> "Advanced" >> _className);
|
||||
if !(_target isKindOf "CAManBase") exitWith {false};
|
||||
|
||||
_config = (ConfigFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
|
||||
if (GVAR(level)>=2) then {
|
||||
_config = (ConfigFile >> "ACE_Medical_Actions" >> "Advanced" >> _className);
|
||||
};
|
||||
if !(isClass _config) exitwith {false};
|
||||
|
||||
_medicRequired = getNumber (_config >> "requiredMedic");
|
||||
if !([_caller, _medicRequired] call FUNC(isMedic) || [_target, _medicRequired] call FUNC(isMedic)) exitwith {false};
|
||||
if !([_caller, _medicRequired] call FUNC(isMedic)) exitwith {false};
|
||||
|
||||
_items = getArray (_config >> "items");
|
||||
if (count _items > 0 && {!([_caller, _target, _items] call FUNC(hasItems))}) exitwith {false};
|
||||
|
||||
_locations = getArray (_config >> "treatmentLocations");
|
||||
|
||||
_return = true;
|
||||
if (isText (_config >> "Condition")) then {
|
||||
_condition = getText(_config >> "condition");
|
||||
if (_condition != "") then {
|
||||
if (isnil _condition) then {
|
||||
_condition = compile _condition;
|
||||
} else {
|
||||
_condition = missionNamespace getvariable _condition;
|
||||
};
|
||||
if (typeName _condition == "BOOL") then {
|
||||
_return = _condition;
|
||||
} else {
|
||||
_return = [_caller, _target, _selectionName, _className] call _condition;
|
||||
};
|
||||
};
|
||||
};
|
||||
if (!_return) exitwith {false};
|
||||
|
||||
if ("All" in _locations) exitwith {true};
|
||||
|
||||
_return = false;
|
||||
{
|
||||
if (_x == "field") exitwith {_return = true;};
|
||||
if (_x == "MedicalFacility" && {[_caller, _target] call FUNC(inMedicalFacility)}) exitwith {_return = true;};
|
||||
|
@ -17,58 +17,136 @@
|
||||
private ["_target", "_show"];
|
||||
_target = _this select 0;
|
||||
_show = if (count _this > 1) then {_this select 1} else {true};
|
||||
GVAR(currentSelectedSelectionN) = if (count _this > 2) then {_this select 2} else {0};
|
||||
|
||||
GVAR(displayPatientInformationTarget) = if (_show) then {_target} else {ObjNull};
|
||||
|
||||
if (_show) then {
|
||||
("ACE_MedicalRscDisplayInformation" call BIS_fnc_rscLayer) cutRsc [QGVAR(DisplayInformation),"PLAIN"];
|
||||
|
||||
("ACE_MedicalRscDisplayInformation" call BIS_fnc_rscLayer) cutRsc [QGVAR(DisplayInformation),"PLAIN"];
|
||||
[{
|
||||
private ["_target", "_display", "_alphaLevel", "_damaged", "_availableSelections", "_openWounds", "_selectionBloodLoss", "_red", "_green", "_blue", "_alphaLevel", "_allInjuryTexts", "_lbCtrl", "_genericMessages"];
|
||||
_target = (_this select 0) select 0;
|
||||
if (GVAR(displayPatientInformationTarget) != _target) exitwith {
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
[{
|
||||
private ["_target", "_display", "_alphaLevel", "_damaged", "_availableSelections", "_openWounds", "_selectionBloodLoss", "_red", "_green", "_blue", "_alphaLevel"];
|
||||
_target = (_this select 0) select 0;
|
||||
if (GVAR(displayPatientInformationTarget) != _target) exitwith {
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
disableSerialization;
|
||||
_display = uiNamespace getvariable QGVAR(DisplayInformation);
|
||||
if (isnil "_display") exitwith {
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
disableSerialization;
|
||||
_display = uiNamespace getvariable QGVAR(DisplayInformation);
|
||||
if (isnil "_display") exitwith {
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
_allInjuryTexts = [];
|
||||
_genericMessages = [];
|
||||
if (_target getvariable[QGVAR(isBleeding), false]) then {
|
||||
_genericMessages pushback [localize "STR_ACE_MEDICAL_STATUS_BLEEDING", [1, 0.1, 0.1, 1]];
|
||||
};
|
||||
if (_target getvariable[QGVAR(hasLostBlood), false]) then {
|
||||
_genericMessages pushback [localize "STR_ACE_MEDICAL_STATUS_LOST_BLOOD", [1, 0.1, 0.1, 1]];
|
||||
};
|
||||
|
||||
_alphaLevel = 1.0;
|
||||
_damaged = [false, false, false, false, false, false];
|
||||
_availableSelections = [50,51,52,53,54,55];
|
||||
_openWounds = _target getvariable [QGVAR(openWounds), []];
|
||||
if (((_target getvariable [QGVAR(tourniquets), [0,0,0,0,0,0]]) select GVAR(currentSelectedSelectionN)) > 0) then {
|
||||
_genericMessages pushback [localize "STR_ACE_MEDICAL_STATUS_TOURNIQUET_APPLIED", [0.5, 0.5, 0, 1]];
|
||||
};
|
||||
if (_target getvariable[QGVAR(inPain), false]) then {
|
||||
_genericMessages pushback [localize "STR_ACE_MEDICAL_STATUS_PAIN", [1, 1, 1, 1]];
|
||||
};
|
||||
|
||||
_selectionBloodLoss = [0,0,0,0,0,0];
|
||||
{
|
||||
_selectionBloodLoss set [(_x select 2), (_selectionBloodLoss select (_x select 2)) + ((_x select 4) * (_x select 3))];
|
||||
}foreach _openWounds;
|
||||
_selectionBloodLoss = [0,0,0,0,0,0];
|
||||
if (GVAR(level) >= 2) then {
|
||||
_openWounds = _target getvariable [QGVAR(openWounds), []];
|
||||
private "_amountOf";
|
||||
{
|
||||
_amountOf = _x select 3;
|
||||
// Find how much this bodypart is bleeding
|
||||
_selectionBloodLoss set [(_x select 2), (_selectionBloodLoss select (_x select 2)) + (15 * ((_x select 4) * _amountOf))];
|
||||
if (GVAR(currentSelectedSelectionN) == (_x select 2)) then {
|
||||
// Collect the text to be displayed for this injury [ Select injury class type definition - select the classname DisplayName (6th), amount of injuries for this]
|
||||
if (_amountOf > 0) then {
|
||||
if (_amountOf >= 1) then {
|
||||
// TODO localization
|
||||
_allInjuryTexts pushback format["%2x %1", (GVAR(AllWoundInjuryTypes) select (_x select 1)) select 6, _amountOf];
|
||||
} else {
|
||||
// TODO localization
|
||||
_allInjuryTexts pushback format["Partial %1", (GVAR(AllWoundInjuryTypes) select (_x select 1)) select 6];
|
||||
};
|
||||
};
|
||||
};
|
||||
}foreach _openWounds;
|
||||
} else {
|
||||
// TODO handle basic medical colors for body part selections here
|
||||
|
||||
{
|
||||
private ["_red", "_green", "_blue"];
|
||||
_total = _x;
|
||||
|
||||
_red = 1;
|
||||
_green = 1;
|
||||
_blue = 1;
|
||||
if (_total >0) then {
|
||||
_green = 0.9 - (15*(_total));
|
||||
if (_green < 0.0) then {
|
||||
_green = 0.0;
|
||||
};
|
||||
_blue = _green;
|
||||
_damaged set[_foreachIndex, true];
|
||||
};
|
||||
(_display displayCtrl (_availableSelections select _foreachIndex)) ctrlSetTextColor [_red, _green, _blue, _alphaLevel];
|
||||
}foreach _selectionBloodLoss;
|
||||
};
|
||||
|
||||
// TODO fill the lb with the appropiate information for the patient
|
||||
// Handle the body image coloring
|
||||
_damaged = [false, false, false, false, false, false];
|
||||
_availableSelections = [50,51,52,53,54,55];
|
||||
{
|
||||
private ["_red", "_green", "_blue"];
|
||||
_total = _x;
|
||||
|
||||
}, 0, [_target]] call CBA_fnc_addPerFrameHandler;
|
||||
_red = 1;
|
||||
_green = 1;
|
||||
_blue = 1;
|
||||
if (_total >0) then {
|
||||
_green = 0.9 - _total;
|
||||
if (_green < 0.0) then {
|
||||
_green = 0.0;
|
||||
};
|
||||
_blue = _green;
|
||||
_damaged set[_foreachIndex, true];
|
||||
};
|
||||
(_display displayCtrl (_availableSelections select _foreachIndex)) ctrlSetTextColor [_red, _green, _blue, 1.0];
|
||||
}foreach _selectionBloodLoss;
|
||||
|
||||
// TODO fill the lb with the appropiate information for the patient
|
||||
_lbCtrl = (_display displayCtrl 200);
|
||||
lbClear _lbCtrl;
|
||||
{
|
||||
_lbCtrl lbAdd (_x select 0);
|
||||
_lbCtrl lbSetColor [_foreachIndex, _x select 1];
|
||||
}foreach _genericMessages;
|
||||
{
|
||||
_lbCtrl lbAdd _x;
|
||||
}foreach _allInjuryTexts;
|
||||
if (count _genericMessages == 0 && {count _allInjuryTexts == 0}) then {
|
||||
_lbCtrl lbAdd "No injuries on this bodypart..";
|
||||
};
|
||||
|
||||
_logCtrl = (_display displayCtrl 302);
|
||||
lbClear _logCtrl;
|
||||
|
||||
private ["_logs", "_log", "_message", "_moment", "_arguments", "_lbCtrl"];
|
||||
_logs = _target getvariable [QGVAR(allLogs), []];
|
||||
{
|
||||
_log = _target getvariable [_x, []];
|
||||
{
|
||||
// [_message,_moment,_type, _arguments]
|
||||
_message = _x select 0;
|
||||
_moment = _x select 1;
|
||||
_arguments = _x select 3;
|
||||
if (isLocalized _message) then {
|
||||
_message = localize _message;
|
||||
};
|
||||
|
||||
{
|
||||
if (typeName _x == "STRING" && {isLocalized _x}) then {
|
||||
_arguments set [_foreachIndex, localize _x];
|
||||
};
|
||||
}foreach _arguments;
|
||||
_message = format([_message] + _arguments);
|
||||
_logCtrl lbAdd format["%1 %2", _moment, _message];
|
||||
}foreach _log;
|
||||
}foreach _logs;
|
||||
|
||||
_triageStatus = [_target] call FUNC(getTriageStatus);
|
||||
(_display displayCtrl 303) ctrlSetText (_triageStatus select 0);
|
||||
(_display displayCtrl 303) ctrlSetBackgroundColor (_triageStatus select 2);
|
||||
|
||||
}, 0, [_target]] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
} else {
|
||||
("ACE_MedicalRscDisplayInformation" call BIS_fnc_rscLayer) cutRsc ["","PLAIN"];
|
||||
("ACE_MedicalRscDisplayInformation" call BIS_fnc_rscLayer) cutText ["","PLAIN"];
|
||||
};
|
@ -18,13 +18,13 @@ private ["_totalBloodLoss","_tourniquets","_openWounds", "_value", "_cardiacOutp
|
||||
_totalBloodLoss = 0;
|
||||
|
||||
// Advanced medical bloodloss handling
|
||||
if (GVAR(level) >= 1) then {
|
||||
if (GVAR(level) >= 2) then {
|
||||
_tourniquets = _this getvariable [QGVAR(tourniquets), [0,0,0,0,0,0]];
|
||||
_openWounds = _this getvariable [QGVAR(openWounds), []];
|
||||
//_cardiacOutput = [_this] call FUNC(getCardiacOutput);
|
||||
|
||||
{
|
||||
if ((_tourniquets select (_x select 2)) < 1) then {
|
||||
if ((_tourniquets select (_x select 2)) == 0) then {
|
||||
// total bleeding ratio * percentage of injury left
|
||||
_totalBloodLoss = _totalBloodLoss + ((_x select 4) * (_x select 3));
|
||||
|
||||
@ -42,4 +42,4 @@ if (GVAR(level) >= 1) then {
|
||||
} else {
|
||||
// TODO basic medical
|
||||
};
|
||||
_totalBloodLoss;
|
||||
_totalBloodLoss * GVAR(bleedingCoefficient);
|
||||
|
26
addons/medical/functions/fnc_getTriageStatus.sqf
Normal file
26
addons/medical/functions/fnc_getTriageStatus.sqf
Normal file
@ -0,0 +1,26 @@
|
||||
/*
|
||||
* Author: Glowbal
|
||||
* Get the triage status and information from a unit
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Triage status from the unit. Name, statusID, color <ARRAY <STRING><NUMBER><ARRAY>>
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit","_return","_status"];
|
||||
_unit = _this select 0;
|
||||
_status = _unit getvariable [QGVAR(triageLevel), -1];
|
||||
_return = switch (_status) do {
|
||||
case 1: {[localize "STR_ACE_MEDICAL_TRIAGE_STATUS_MINOR", 1, [0, 0.5, 0, 0.9]]};
|
||||
case 2: {[localize "STR_ACE_MEDICAL_TRIAGE_STATUS_DELAYED", 2, [0.7, 0.5, 0, 0.9]]};
|
||||
case 3: {[localize "STR_ACE_MEDICAL_TRIAGE_STATUS_IMMEDIATE", 3, [0.4, 0.07, 0.07, 0.9]]};
|
||||
case 4: {[localize "STR_ACE_MEDICAL_TRIAGE_STATUS_DECEASED", 4, [0, 0, 0, 0.9]]};
|
||||
default {[localize "STR_ACE_MEDICAL_TRIAGE_STATUS_NONE", 0, [0, 0, 0, 0.9]]};
|
||||
};
|
||||
_return;
|
@ -16,7 +16,7 @@
|
||||
private ["_unit","_return"];
|
||||
_unit = _this select 0;
|
||||
|
||||
if (GVAR(level) == 0) exitwith {true};
|
||||
if (GVAR(level) == 1) exitwith {true};
|
||||
if (isnil QGVAR(unconsciousConditions)) then {
|
||||
GVAR(unconsciousConditions) = [];
|
||||
};
|
||||
|
@ -38,11 +38,11 @@ _hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
|
||||
if !(_selection in (_hitSelections + [""])) exitWith {0};
|
||||
|
||||
_damageReturn = _damage;
|
||||
if (GVAR(level) == 0) then {
|
||||
if (GVAR(level) == 1) then {
|
||||
_damageReturn = (_this + [_damageReturn]) call FUNC(handleDamage_basic);
|
||||
};
|
||||
|
||||
if (GVAR(level) >= 1) then {
|
||||
if (GVAR(level) >= 2) then {
|
||||
[_unit, _selection, _damage, _source, _projectile, _damageReturn] call FUNC(handleDamage_caching);
|
||||
|
||||
if (_damageReturn > 0.9) then {
|
||||
@ -60,6 +60,7 @@ if (GVAR(level) >= 1) then {
|
||||
};
|
||||
};
|
||||
};
|
||||
[_unit] call FUNC(addToInjuredCollection);
|
||||
|
||||
if (_unit getVariable [QGVAR(preventDeath), false] && {_damageReturn >= 0.9} && {_selection in ["", "head", "body"]}) exitWith {
|
||||
if (vehicle _unit != _unit and {damage _vehicle >= 1}) then {
|
||||
|
@ -27,6 +27,11 @@ _sourceOfDamage = _this select 3;
|
||||
_typeOfProjectile = _this select 4;
|
||||
_returnDamage = _this select 5;
|
||||
|
||||
// Most likely taking exessive fire damage. Lets exit.
|
||||
if (isNull _sourceOfDamage && (_selectionName == "head" || isBurning _unit) && _typeOfProjectile == "" && vehicle _unit == _unit) exitwith {
|
||||
0
|
||||
};
|
||||
|
||||
_typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage);
|
||||
_part = [_selectionName] call FUNC(selectionNameToNumber);
|
||||
|
||||
@ -52,6 +57,11 @@ if (GVAR(enableInternalBleeding)) then {
|
||||
|
||||
if (alive _unit && {!(_unit getvariable ["ACE_isUnconscious", false])}) then {
|
||||
[_unit, _newDamage] call FUNC(reactionToDamage);
|
||||
|
||||
// If it reaches this, we can assume that the hit did not kill this unit, as this function is called 3 frames after the damage has been passed.
|
||||
if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
|
||||
[_unit] call FUNC(setUnconscious);
|
||||
};
|
||||
};
|
||||
|
||||
_returnDamage;
|
||||
|
@ -25,10 +25,9 @@ _sourceOfDamage = _this select 3;
|
||||
_typeOfDamage = _this select 4;
|
||||
_bodyPartn = [_selectionName] call FUNC(selectionNameToNumber);
|
||||
|
||||
// We process only the head for airway.
|
||||
if (_bodyPartn != 0) exitwith {};
|
||||
if (_bodyPartn > 1) exitwith {};
|
||||
|
||||
if (_amountOfDamage > 0.4) then {
|
||||
if (_amountOfDamage > 0.5) then {
|
||||
if (random(1) >= 0.8) then {
|
||||
if !(_unit getvariable[QGVAR(airwayCollapsed), false]) then {
|
||||
_unit setvariable [QGVAR(airwayCollapsed), true, true];
|
||||
|
@ -35,14 +35,24 @@ if (_selectionName in _hitSelections) then {
|
||||
_newDamage = _damage - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selectionName)));
|
||||
};
|
||||
|
||||
|
||||
// we want to move damage to another selection; have to do it ourselves.
|
||||
// this is only the case for limbs, so this will not impact the killed EH.
|
||||
if (_selectionName != (_this select 1)) then {
|
||||
_unit setHitPointDamage [_hitPoints select (_hitSelections find _selectionName), _damage + _newDamage];
|
||||
_newDamage = 0;
|
||||
};
|
||||
// ??????
|
||||
_damage = _damage + _newDamage;
|
||||
|
||||
// Check for vehicle crash
|
||||
if (vehicle _unit != _unit && !(vehicle _unit isKindOf "StaticWeapon") && {isNull _source} && {_projectile == ""} && {_selectionName == ""}) then {
|
||||
if (missionNamespace getvariable [QGVAR(allowVehicleCrashDamage), true]) then {
|
||||
_selectionName = _hitSelections select (floor(random(count _hitSelections)));
|
||||
_projectile = "vehiclecrash";
|
||||
};
|
||||
};
|
||||
|
||||
// From AGM medical:
|
||||
// Exclude falling damage to everything other than legs; reduce structural damage.
|
||||
if (((velocity _unit) select 2 < -5) && (vehicle _unit == _unit)) then {
|
||||
|
@ -36,13 +36,15 @@ _allInjuriesForDamageType = _injuryTypeInfo select 2;
|
||||
|
||||
// find the available injuries for this damage type and damage amount
|
||||
_highestPossibleSpot = -1;
|
||||
_highestPossibleDamage = 0;
|
||||
_highestPossibleDamage = -1;
|
||||
_allPossibleInjuries = [];
|
||||
{
|
||||
_minDamage = _x select 4;
|
||||
_damageLevels = _x select 4;
|
||||
_minDamage = _damageLevels select 0;
|
||||
_maxDamage = _damageLevels select 1;
|
||||
|
||||
// Check if the damage is higher as the min damage for the specific injury
|
||||
if (_damage >= _minDamage) then {
|
||||
if (_damage >= _minDamage && {_damage <= _maxDamage || _maxDamage < 0}) then {
|
||||
_classType = _x select 0;
|
||||
_selections = _x select 1;
|
||||
_bloodLoss = _x select 2;
|
||||
@ -71,7 +73,7 @@ if (_highestPossibleSpot < 0) exitwith {
|
||||
};
|
||||
};
|
||||
|
||||
// admin for open wounds and ids
|
||||
// Administration for open wounds and ids
|
||||
_openWounds = _unit getvariable[QGVAR(openWounds), []];
|
||||
_woundID = _unit getvariable[QGVAR(lastUniqueWoundID), 1];
|
||||
|
||||
@ -81,16 +83,39 @@ _woundsCreated = [];
|
||||
if (_x select 0 <= _damage) exitwith {
|
||||
for "_i" from 0 to (1+ floor(random(_x select 1)-1)) /* step +1 */ do {
|
||||
|
||||
// Find the injury we are going to add. Format [ classType, allowdSelections, bloodloss, painOfInjury, minimalDamage]
|
||||
_toAddInjury = _allPossibleInjuries select (floor(random (count _allPossibleInjuries)));
|
||||
// Find the injury we are going to add. Format [ classID, allowdSelections, bloodloss, painOfInjury, minimalDamage]
|
||||
_toAddInjury = if (random(1) >= 0.5) then {_allInjuriesForDamageType select _highestPossibleSpot} else {_allPossibleInjuries select (floor(random (count _allPossibleInjuries)));};
|
||||
_toAddClassID = _toAddInjury select 0;
|
||||
_foundIndex = -1;
|
||||
|
||||
// Create a new injury. Format [ID, classname, bodypart, percentage treated, bloodloss rate]
|
||||
_injury = [_woundID, _toAddInjury select 0, if (_injuryTypeInfo select 1) then {_bodyPartn} else {floor(random(6))}, 1, _toAddInjury select 2];
|
||||
_bodyPartNToAdd = if (_injuryTypeInfo select 1) then {_bodyPartn} else {floor(random(6))};
|
||||
// If the injury type is selection part specific, we will check if one of those injury types already exists and find the spot for it..
|
||||
if ((_injuryTypeInfo select 1)) then {
|
||||
{
|
||||
// Check if we have an id of the given class on the given bodypart already
|
||||
if (_x select 1 == _toAddClassID && {_x select 2 == _bodyPartNToAdd}) exitwith {
|
||||
_foundIndex = _foreachIndex;
|
||||
};
|
||||
}foreach _openWounds;
|
||||
};
|
||||
|
||||
_injury = [];
|
||||
if (_foundIndex < 0) then {
|
||||
// Create a new injury. Format [ID, classID, bodypart, percentage treated, bloodloss rate]
|
||||
_injury = [_woundID, _toAddInjury select 0, _bodyPartNToAdd, 1, _toAddInjury select 2];
|
||||
|
||||
// Since it is a new injury, we will have to add it to the open wounds array to store it
|
||||
_openWounds pushback _injury;
|
||||
|
||||
// New injuries will also increase the wound ID
|
||||
_woundID = _woundID + 1;
|
||||
} else {
|
||||
// We already have one of these, so we are just going to increase the number that we have of it with a new one.
|
||||
_injury = _openWounds select _foundIndex;
|
||||
_injury set [3, (_injury select 3) + 1];
|
||||
};
|
||||
// Store the injury so we can process it later correctly.
|
||||
_openWounds pushback _injury;
|
||||
_woundsCreated pushback _injury;
|
||||
_woundID = _woundID + 1;
|
||||
|
||||
// Collect the pain that is caused by this injury
|
||||
_painToAdd = _painToAdd + (_toAddInjury select 3);
|
||||
@ -99,8 +124,13 @@ _woundsCreated = [];
|
||||
}foreach (_injuryTypeInfo select 0);
|
||||
|
||||
_unit setvariable [QGVAR(openWounds), _openWounds];
|
||||
_unit setvariable [QGVAR(lastUniqueWoundID), _woundID, true];
|
||||
|
||||
// Only update if new wounds have been created
|
||||
if (count _woundsCreated > 0) then {
|
||||
_unit setvariable [QGVAR(lastUniqueWoundID), _woundID, true];
|
||||
};
|
||||
|
||||
// TODO Should this be done in a single broadcast?
|
||||
// Broadcast the new injuries across the net in parts. One broadcast per injury. Prevents having to broadcast one massive array of injuries.
|
||||
{
|
||||
["medical_propagateWound", [_unit, _x]] call EFUNC(common,globalEvent);
|
||||
|
25
addons/medical/functions/fnc_handleKilled.sqf
Normal file
25
addons/medical/functions/fnc_handleKilled.sqf
Normal file
@ -0,0 +1,25 @@
|
||||
/*
|
||||
* Author: Glowbal
|
||||
* Called when a unit is killed
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The Unit <OBJECT>
|
||||
*
|
||||
* ReturnValue:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private["_unit"];
|
||||
_unit = _this select 0;
|
||||
if (!local _unit) exitwith {};
|
||||
|
||||
_unit setvariable [QGVAR(pain), 0];
|
||||
if (GVAR(level) >= 2) then {
|
||||
_unit setvariable [QGVAR(heartRate), 0];
|
||||
_unit setvariable [QGVAR(bloodPressure), [0, 0]];
|
||||
_unit setvariable [QGVAR(airwayStatus), 0];
|
||||
};
|
25
addons/medical/functions/fnc_handleLocal.sqf
Normal file
25
addons/medical/functions/fnc_handleLocal.sqf
Normal file
@ -0,0 +1,25 @@
|
||||
/*
|
||||
* Author: Glowbal
|
||||
* Called when a unit switched locality
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The Unit <OBJECT>
|
||||
* 1: Is local <BOOL>
|
||||
*
|
||||
* ReturnValue:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private["_unit", "_local"];
|
||||
_unit = _this select 0;
|
||||
_local = _this select 1;
|
||||
if (_local) then {
|
||||
if (_unit getvariable[QGVAR(addedToUnitLoop),false]) then {
|
||||
[_unit, true] call FUNC(addToInjuredCollection);
|
||||
};
|
||||
};
|
@ -13,14 +13,20 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_heartRate","_bloodPressure","_bloodVolume","_painStatus"];
|
||||
private ["_unit", "_heartRate","_bloodPressure","_bloodVolume","_painStatus", "_lastTimeValuesSynced", "_syncValues"];
|
||||
_unit = _this select 0;
|
||||
|
||||
_lastTimeValuesSynced = _unit getvariable [QGVAR(lastMomentValuesSynced), 0];
|
||||
_syncValues = time - _lastTimeValuesSynced >= (10 + floor(random(10)));
|
||||
if (_syncValues) then {
|
||||
_unit setvariable [QGVAR(lastMomentValuesSynced), time];
|
||||
};
|
||||
|
||||
_bloodVolume = (_unit getvariable [QGVAR(bloodVolume), 0]) + ([_unit] call FUNC(getBloodVolumeChange));
|
||||
if (_bloodVolume <= 0) then {
|
||||
_bloodVolume = 0;
|
||||
};
|
||||
_unit setvariable [QGVAR(bloodVolume), _bloodVolume];
|
||||
_unit setvariable [QGVAR(bloodVolume), _bloodVolume, _syncValues];
|
||||
|
||||
// Set variables for synchronizing information across the net
|
||||
if (_bloodVolume < 90) then {
|
||||
@ -68,29 +74,35 @@ if ([_unit] call EFUNC(common,isAwake)) then {
|
||||
};
|
||||
|
||||
// handle advanced medical, with vitals
|
||||
if ((missionNamespace getvariable[QGVAR(level), 0]) > 0) exitwith {
|
||||
if (GVAR(level) >= 2) then {
|
||||
|
||||
// Set the vitals
|
||||
_heartRate = (_unit getvariable [QGVAR(heartRate), 0]) + ([_unit] call FUNC(getHeartRateChange));
|
||||
_unit setvariable [QGVAR(heartRate), _heartRate];
|
||||
_unit setvariable [QGVAR(heartRate), _heartRate, _syncValues];
|
||||
|
||||
_bloodPressure = [_unit] call FUNC(getBloodPressure);
|
||||
_unit setvariable [QGVAR(bloodPressure), _bloodPressure];
|
||||
_unit setvariable [QGVAR(bloodPressure), _bloodPressure, _syncValues];
|
||||
|
||||
// Handle airway
|
||||
if (GVAR(setting_allowAirwayInjuries)) then {
|
||||
_airwayStatus = _unit getvariable [QGVAR(airwayStatus), 100];
|
||||
if (((_unit getvariable [QGVAR(airwayOccluded), false]) || (_unit getvariable [QGVAR(airwayCollapsed), false])) && !((_unit getvariable [QGVAR(airwaySecured), false]))) then {
|
||||
if (_airwayStatus >= 0.5) then {
|
||||
_unit setvariable [QGVAR(airwayStatus), _airwayStatus - 0.5];
|
||||
_unit setvariable [QGVAR(airwayStatus), _airwayStatus - 0.5, _syncValues];
|
||||
};
|
||||
} else {
|
||||
if !((_unit getvariable [QGVAR(airwayOccluded), false]) || (_unit getvariable [QGVAR(airwayCollapsed), false])) then {
|
||||
if (_airwayStatus <= 98.5) then {
|
||||
_unit setvariable [QGVAR(airwayStatus), _airwayStatus + 1.5];
|
||||
if (_airwayStatus < 100) then {
|
||||
_unit setvariable [QGVAR(airwayStatus), (_airwayStatus + 1.5) min 100, _syncValues];
|
||||
};
|
||||
};
|
||||
};
|
||||
if (_airwayStatus < 80) then {
|
||||
[_unit] call FUNC(setUnconscious);
|
||||
if (_airwayStatus <= 0) then {
|
||||
[_unit, true] call FUNC(setDead);
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// Check vitals for medical status
|
||||
|
@ -15,7 +15,7 @@ _unit = _this select 0;
|
||||
|
||||
_medicalEnabled = _unit getvariable QGVAR(enableMedical);
|
||||
if (isnil "_medicalEnabled") exitwith {
|
||||
(((GVAR(setting_enableForUnits) == 0 && (isPlayer _unit || (_unit getvariable [QEGVAR(common,isDeadPlayer), false])))) || (GVAR(setting_enableForUnits) == 1));
|
||||
(((GVAR(enabledFor) == 0 && (isPlayer _unit || (_unit getvariable [QEGVAR(common,isDeadPlayer), false])))) || (GVAR(enabledFor) == 1));
|
||||
};
|
||||
|
||||
_medicalEnabled;
|
||||
|
@ -52,13 +52,13 @@ _unit setvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0], true];
|
||||
// airway
|
||||
_unit setvariable [QGVAR(airwayStatus), 0, true];
|
||||
_unit setVariable [QGVAR(airwayOccluded), false, true];
|
||||
_unit setvariable [QGVAR(airwayCollapsed), true, true];
|
||||
_unit setvariable [QGVAR(airwayCollapsed), false, true];
|
||||
|
||||
// generic medical admin
|
||||
_unit setvariable [QGVAR(addedToUnitLoop), false, true];
|
||||
_unit setvariable [QGVAR(inCardiacArrest), true, true];
|
||||
_unit setvariable [QGVAR(inCardiacArrest), false, true];
|
||||
_unit setVariable [QGVAR(isUnconscious), false, true];
|
||||
_unit setvariable [QGVAR(hasLostBlood), true, true];
|
||||
_unit setvariable [QGVAR(hasLostBlood), false, true];
|
||||
_unit setvariable [QGVAR(isBleeding), false, true];
|
||||
_unit setvariable [QGVAR(hasPain), false, true];
|
||||
|
||||
|
@ -18,14 +18,15 @@ private ["_unit","_class","_return"];
|
||||
_unit = _this select 0;
|
||||
_medicN = if (count _this > 1) then {_this select 1} else {1};
|
||||
|
||||
if (isnil QGVAR(setting_advancedMedicRoles)) exitwith {
|
||||
true;
|
||||
};
|
||||
|
||||
if (GVAR(setting_advancedMedicRoles)) then {
|
||||
_return = false;
|
||||
if (GVAR(medicSetting) >= 1) then {
|
||||
_class = _unit getvariable [QGVAR(medicClass), 0];
|
||||
if (_class >= _medicN) then {
|
||||
_return = true;
|
||||
if (GVAR(medicSetting) == 1) then {
|
||||
_return = _class > 0;
|
||||
} else {
|
||||
if (_class >= _medicN) then {
|
||||
_return = true;
|
||||
};
|
||||
};
|
||||
} else {
|
||||
_return = true;
|
||||
|
63
addons/medical/functions/fnc_moduleAssignMedicRoles.sqf
Normal file
63
addons/medical/functions/fnc_moduleAssignMedicRoles.sqf
Normal file
@ -0,0 +1,63 @@
|
||||
/*
|
||||
* Author: Glowbal
|
||||
* Assign a medical role to a unit
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The module logic <LOGIC>
|
||||
* 1: units <ARRAY>
|
||||
* 2: activated <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* None <NIL>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_logic","_setting","_objects", "_list", "_splittedList", "_nilCheckPassedList", "_parsedList"];
|
||||
_logic = [_this,0,objNull,[objNull]] call BIS_fnc_param;
|
||||
|
||||
if (!isNull _logic) then {
|
||||
_list = _logic getvariable ["EnableList",""];
|
||||
|
||||
_splittedList = [_list, ","] call BIS_fnc_splitString;
|
||||
_nilCheckPassedList = "";
|
||||
{
|
||||
_x = [_x] call EFUNC(common,stringRemoveWhiteSpace);
|
||||
if !(isnil _x) then {
|
||||
if (_nilCheckPassedList == "") then {
|
||||
_nilCheckPassedList = _x;
|
||||
} else {
|
||||
_nilCheckPassedList = _nilCheckPassedList + ","+ _x;
|
||||
};
|
||||
};
|
||||
}foreach _splittedList;
|
||||
|
||||
_list = "[" + _nilCheckPassedList + "]";
|
||||
_parsedList = [] call compile _list;
|
||||
_setting = _logic getvariable ["role",0];
|
||||
_objects = synchronizedObjects _logic;
|
||||
if (!(_objects isEqualTo []) && _parsedList isEqualTo []) then {
|
||||
{
|
||||
if (!isnil "_x") then {
|
||||
if (typeName _x == typeName objNull) then {
|
||||
if (local _x) then {
|
||||
_x setvariable [QGVAR(medicClass), _setting, true];
|
||||
};
|
||||
};
|
||||
};
|
||||
}foreach _objects;
|
||||
};
|
||||
{
|
||||
if (!isnil "_x") then {
|
||||
if (typeName _x == typeName objNull) then {
|
||||
if (local _x) then {
|
||||
_x setvariable [QGVAR(medicClass), _setting, true];
|
||||
};
|
||||
};
|
||||
};
|
||||
}foreach _parsedList;
|
||||
};
|
||||
|
||||
true
|
30
addons/medical/functions/fnc_moduleAssignMedicalFacility.sqf
Normal file
30
addons/medical/functions/fnc_moduleAssignMedicalFacility.sqf
Normal file
@ -0,0 +1,30 @@
|
||||
/*
|
||||
* Author: Glowbal
|
||||
* Register synchronized objects from passed object as a medical facility
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The module logic <LOGIC>
|
||||
* 1: units <ARRAY>
|
||||
* 2: activated <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* None <NIL>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_logic","_setting","_objects"];
|
||||
_logic = [_this,0,objNull,[objNull]] call BIS_fnc_param;
|
||||
if (!isNull _logic) then {
|
||||
_setting = _logic getvariable ["class",0];
|
||||
_objects = synchronizedObjects _logic;
|
||||
{
|
||||
if (local _x) then {
|
||||
_x setvariable[QGVAR(isMedicalFacility), true, true];
|
||||
};
|
||||
}foreach _objects;
|
||||
};
|
||||
|
||||
true;
|
64
addons/medical/functions/fnc_moduleAssignMedicalVehicle.sqf
Normal file
64
addons/medical/functions/fnc_moduleAssignMedicalVehicle.sqf
Normal file
@ -0,0 +1,64 @@
|
||||
/*
|
||||
* Author: Glowbal
|
||||
* Assign vehicle as a medical vehicle
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The module logic <LOGIC>
|
||||
* 1: units <ARRAY>
|
||||
* 2: activated <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* None <NIL>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_logic","_setting","_objects", "_list", "_splittedList", "_nilCheckPassedList", "_parsedList"];
|
||||
_logic = [_this,0,objNull,[objNull]] call BIS_fnc_param;
|
||||
|
||||
if (!isNull _logic) then {
|
||||
_list = _logic getvariable ["EnableList",""];
|
||||
|
||||
_splittedList = [_list, ","] call BIS_fnc_splitString;
|
||||
_nilCheckPassedList = "";
|
||||
{
|
||||
_x = [_x] call EFUNC(common,stringRemoveWhiteSpace);
|
||||
if !(isnil _x) then {
|
||||
if (_nilCheckPassedList == "") then {
|
||||
_nilCheckPassedList = _x;
|
||||
} else {
|
||||
_nilCheckPassedList = _nilCheckPassedList + ","+ _x;
|
||||
};
|
||||
};
|
||||
}foreach _splittedList;
|
||||
|
||||
_list = "[" + _nilCheckPassedList + "]";
|
||||
_parsedList = [] call compile _list;
|
||||
_setting = _logic getvariable ["enabled", false];
|
||||
_objects = synchronizedObjects _logic;
|
||||
if (!(_objects isEqualTo []) && _parsedList isEqualTo []) then {
|
||||
{
|
||||
if (!isnil "_x") then {
|
||||
if (typeName _x == typeName objNull) then {
|
||||
if (local _x) then {
|
||||
_x setvariable [QGVAR(isMedicalVehicle), _setting, true];
|
||||
};
|
||||
};
|
||||
};
|
||||
}foreach _objects;
|
||||
};
|
||||
{
|
||||
if (!isnil "_x") then {
|
||||
if (typeName _x == typeName objNull) then {
|
||||
if (local _x) then {
|
||||
_x setvariable [QGVAR(isMedicalVehicle), _setting, true];
|
||||
};
|
||||
};
|
||||
};
|
||||
}foreach _parsedList;
|
||||
};
|
||||
|
||||
true;
|
34
addons/medical/functions/fnc_moduleMedicalSettings.sqf
Normal file
34
addons/medical/functions/fnc_moduleMedicalSettings.sqf
Normal file
@ -0,0 +1,34 @@
|
||||
/*
|
||||
* Author: Glowbal
|
||||
* Module for adjusting the medical damage settings
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The module logic <LOGIC>
|
||||
* 1: units <ARRAY>
|
||||
* 2: activated <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* None <NIL>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_logic", "_units", "_activated"];
|
||||
_logic = _this select 0;
|
||||
_units = _this select 1;
|
||||
_activated = _this select 2;
|
||||
|
||||
if !(_activated) exitWith {};
|
||||
|
||||
[_logic, QGVAR(level), "level"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(enableFor), "enableFor"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(enableAirway), "enableAirway"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(enableFractures), "enableFractures"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(enableAdvancedWounds), "enableAdvancedWounds"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(enableScreams), "enableScreams"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(playerDamageThreshold), "playerDamageThreshold"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(AIDamageThreshold), "AIDamageThreshold"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(enableUnsconsiousnessAI), "enableUnsconsiousnessAI"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(preventInstaDeath), "preventInstaDeath"] call EFUNC(common,readSettingFromModule);
|
@ -0,0 +1,30 @@
|
||||
/*
|
||||
* Author: Glowbal
|
||||
* Module for adjusting the medical treatment settings
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The module logic <LOGIC>
|
||||
* 1: units <ARRAY>
|
||||
* 2: activated <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* None <NIL>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_logic", "_units", "_activated"];
|
||||
_logic = _this select 0;
|
||||
_units = _this select 1;
|
||||
_activated = _this select 2;
|
||||
|
||||
if !(_activated) exitWith {};
|
||||
|
||||
[_logic, QGVAR(medicSetting), "medicSetting"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(maxRevives), "maxRevives"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(enableOverdosing), "enableOverdosing"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(bleedingCoefficient), "bleedingCoefficient"] call EFUNC(common,readSettingFromModule);
|
||||
|
||||
|
@ -19,19 +19,19 @@ _unit = _this select 0;
|
||||
_injury = _this select 1;
|
||||
|
||||
if (!local _unit) then {
|
||||
_openWounds = _unit getvariable[QGVAR(openWounds), []];
|
||||
_injuryID = _injury select 0;
|
||||
_openWounds = _unit getvariable[QGVAR(openWounds), []];
|
||||
_injuryID = _injury select 0;
|
||||
|
||||
_exists = false;
|
||||
{
|
||||
if (_x select 0 == _injuryID) exitwith {
|
||||
_exists = true;
|
||||
_openWounds set [_foreachIndex, _injury];
|
||||
};
|
||||
}foreach _openWounds;
|
||||
_exists = false;
|
||||
{
|
||||
if (_x select 0 == _injuryID) exitwith {
|
||||
_exists = true;
|
||||
_openWounds set [_foreachIndex, _injury];
|
||||
};
|
||||
}foreach _openWounds;
|
||||
|
||||
if (!_exists) then {
|
||||
_openWounds pushback _injury;
|
||||
};
|
||||
_unit setvariable [GVAR(openWounds), _openWounds];
|
||||
if (!_exists) then {
|
||||
_openWounds pushback _injury;
|
||||
};
|
||||
_unit setvariable [GVAR(openWounds), _openWounds];
|
||||
};
|
||||
|
@ -21,7 +21,7 @@ _originOfrequest = _this select 2;
|
||||
|
||||
_openWounds = _unit getvariable [QGVAR(openWounds), []];
|
||||
if (count _openWounds > _lastId) then {
|
||||
{
|
||||
["medical_propagateWound", [_originOfrequest], [_unit, _x]] call EFUNC(common,targetEvent);
|
||||
}foreach _openWounds;
|
||||
{
|
||||
["medical_propagateWound", [_originOfrequest], [_unit, _x]] call EFUNC(common,targetEvent);
|
||||
}foreach _openWounds;
|
||||
};
|
||||
|
@ -12,20 +12,27 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_injuriesRootConfig", "_woundsConfig", "_allWoundClasses", "_amountOf", "_entry","_classType", "_selections", "_bloodLoss", "_pain","_minDamage","_causes", "_allTypes", "_damageTypesConfig", "_thresholds", "_typeThresholds", "_selectionSpecific", "_selectionSpecificType", "_classDisplayName", "_subClassDisplayName"];
|
||||
private ["_injuriesRootConfig", "_woundsConfig", "_allWoundClasses", "_amountOf", "_entry","_classType", "_selections", "_bloodLoss", "_pain","_minDamage","_causes", "_allTypes", "_damageTypesConfig", "_thresholds", "_typeThresholds", "_selectionSpecific", "_selectionSpecificType", "_classDisplayName", "_subClassDisplayName", "_maxDamage", "_subClassmaxDamage"];
|
||||
|
||||
_injuriesRootConfig = (configFile >> "ACE_Medical_Advanced" >> "Injuries");
|
||||
_allTypes = ["stab", "grenade", "bullet", "explosive", "shell", "punch", "vehiclecrash", "backblast", "falling", "bite", "ropeburn"];
|
||||
|
||||
// Collect all available damage types from the config
|
||||
_allFoundDamageTypes = [];
|
||||
_configDamageTypes = (_injuriesRootConfig >> "damageTypes");
|
||||
for "_i" from 0 to (count _configDamageTypes -1) /* step +1 */ do {
|
||||
// Only get the subclasses in damageType class
|
||||
if (isClass(_configDamageTypes select _i)) then {
|
||||
_allFoundDamageTypes pushback (configName (_configDamageTypes select _i));
|
||||
};
|
||||
};
|
||||
GVAR(allAvailableDamageTypes) = _allFoundDamageTypes;
|
||||
GVAR(woundClassNames) = [];
|
||||
GVAR(fractureClassNames) = [];
|
||||
|
||||
|
||||
// Parsing the wounds
|
||||
// function for parsing a sublcass of an injury
|
||||
_parseForSubClassWounds = {
|
||||
_subClass = _this select 0;
|
||||
if (isClass (_entry >> _subClass)) exitwith {
|
||||
@ -35,10 +42,13 @@ _parseForSubClassWounds = {
|
||||
_subClassbloodLoss = if (isNumber(_subClassConfig >> "bleedingRate")) then { getNumber(_subClassConfig >> "bleedingRate");} else { _bloodLoss };
|
||||
_subClasspain = if (isNumber(_subClassConfig >> "pain")) then { getNumber(_subClassConfig >> "pain");} else { _pain };
|
||||
_subClassminDamage = if (isNumber(_subClassConfig >> "minDamage")) then { getNumber(_subClassConfig >> "minDamage");} else { _minDamage };
|
||||
_subClassmaxDamage = if (isNumber(_subClassConfig >> "maxDamage")) then { getNumber(_subClassConfig >> "maxDamage");} else { _maxDamage };
|
||||
_subClasscauses = if (isArray(_subClassConfig >> "causes")) then { getArray(_subClassConfig >> "causes");} else { _causes };
|
||||
_subClassDisplayName = if (isText(_entry >> "name")) then { getText(_entry >> "name");} else {_classDisplayName + " " + _subClass};
|
||||
if (count _selections > 0 && count _causes > 0) then {
|
||||
_allWoundClasses pushback [_subClasstype, _subClassselections, _subClassbloodLoss, _subClasspain, _subClassminDamage, _subClasscauses, _subClassDisplayName];
|
||||
_subClassDisplayName = if (isText(_subClassConfig >> "name")) then { getText(_subClassConfig >> "name");} else {_classDisplayName + " " + _subClass};
|
||||
if (count _selections > 0 && {count _causes > 0}) then {
|
||||
GVAR(woundClassNames) pushback _subClasstype;
|
||||
_allWoundClasses pushback [_classID, _subClassselections, _subClassbloodLoss, _subClasspain, [_subClassminDamage, _subClassmaxDamage], _subClasscauses, _subClassDisplayName];
|
||||
_classID = _classID + 1;
|
||||
};
|
||||
true;
|
||||
};
|
||||
@ -48,6 +58,7 @@ _parseForSubClassWounds = {
|
||||
// TODO classTypes are strings currently. Convert them to unqiue IDs instead.
|
||||
_woundsConfig = (_injuriesRootConfig >> "wounds");
|
||||
_allWoundClasses = [];
|
||||
_classID = 0;
|
||||
if (isClass _woundsConfig) then {
|
||||
_amountOf = count _woundsConfig;
|
||||
for "_i" from 0 to (_amountOf -1) /* step +1 */ do {
|
||||
@ -58,13 +69,18 @@ if (isClass _woundsConfig) then {
|
||||
_bloodLoss = if (isNumber(_entry >> "bleedingRate")) then { getNumber(_entry >> "bleedingRate");} else {0};
|
||||
_pain = if (isNumber(_entry >> "pain")) then { getNumber(_entry >> "pain");} else {0};
|
||||
_minDamage = if (isNumber(_entry >> "minDamage")) then { getNumber(_entry >> "minDamage");} else {0};
|
||||
_maxDamage = if (isNumber(_entry >> "maxDamage")) then { getNumber(_entry >> "maxDamage");} else {-1};
|
||||
_causes = if (isArray(_entry >> "causes")) then { getArray(_entry >> "causes");} else {[]};
|
||||
_classDisplayName = if (isText(_entry >> "name")) then { getText(_entry >> "name");} else {_classType};
|
||||
|
||||
// TODO instead of hardcoding minor, medium and large just go through all sub classes recursively until none are found
|
||||
if (["Minor"] call _parseForSubClassWounds || ["Medium"] call _parseForSubClassWounds || ["Large"] call _parseForSubClassWounds) exitwith {}; // continue to the next one
|
||||
|
||||
// There were no subclasses, so we will add this one instead.
|
||||
if (count _selections > 0 && count _causes > 0) then {
|
||||
_allWoundClasses pushback [_classType, _selections, _bloodLoss, _pain, _minDamage, _causes, _classDisplayName];
|
||||
GVAR(woundClassNames) pushback _classType;
|
||||
_allWoundClasses pushback [_classID, _selections, _bloodLoss, _pain, [_minDamage, _maxDamage], _causes, _classDisplayName];
|
||||
_classID = _classID + 1;
|
||||
};
|
||||
true;
|
||||
};
|
||||
@ -72,10 +88,10 @@ if (isClass _woundsConfig) then {
|
||||
};
|
||||
GVAR(AllWoundInjuryTypes) = _allWoundClasses;
|
||||
|
||||
// Linking injuries to the woundInjuryType variables.
|
||||
_damageTypesConfig = (configFile >> "ACE_Medical_Advanced" >> "Injuries" >> "damageTypes");
|
||||
_thresholds = getArray(_damageTypesConfig >> "thresholds");
|
||||
_selectionSpecific = getNumber(_damageTypesConfig >> "selectionSpecific");
|
||||
|
||||
{
|
||||
_varName = format[QGVAR(woundInjuryType_%1),_x];
|
||||
_woundTypes = [];
|
||||
@ -93,4 +109,4 @@ _selectionSpecific = getNumber(_damageTypesConfig >> "selectionSpecific");
|
||||
if (isNumber(_damageTypesConfig >> _x >> "selectionSpecific")) then { _selectionSpecificType = getNumber(_damageTypesConfig >> _x >> "selectionSpecific");};
|
||||
};
|
||||
missionNamespace setvariable [_varName, [_typeThresholds, _selectionSpecificType > 0, _woundTypes]];
|
||||
}foreach _allTypes;
|
||||
}foreach _allFoundDamageTypes;
|
||||
|
@ -17,55 +17,47 @@
|
||||
|
||||
private ["_unit","_amountOfDamage","_bodyPartStatus","_availableSounds_A","_availableSounds_B","_availableSounds_C","_sound"];
|
||||
_unit = _this select 0;
|
||||
if (!local _unit) exitwith{};
|
||||
_pain = _this select 1;
|
||||
if (!local _unit || !GVAR(enableScreams)) exitwith{};
|
||||
|
||||
// Lock if the unit is already playing a sound.
|
||||
if ((_unit getvariable [QGVAR(playingInjuredSound),false])) exitwith {};
|
||||
_unit setvariable [QGVAR(playingInjuredSound),true];
|
||||
|
||||
// Classnames of the available sounds.
|
||||
_availableSounds_A = [
|
||||
"WoundedGuyA_01",
|
||||
"WoundedGuyA_02",
|
||||
"WoundedGuyA_03",
|
||||
"WoundedGuyA_04",
|
||||
"WoundedGuyA_05",
|
||||
"WoundedGuyA_06",
|
||||
"WoundedGuyA_07",
|
||||
"WoundedGuyA_08"
|
||||
];
|
||||
_availableSounds_B = [
|
||||
"WoundedGuyB_01",
|
||||
"WoundedGuyB_02",
|
||||
"WoundedGuyB_03",
|
||||
"WoundedGuyB_04",
|
||||
"WoundedGuyB_05",
|
||||
"WoundedGuyB_06",
|
||||
"WoundedGuyB_07",
|
||||
"WoundedGuyB_08"
|
||||
];
|
||||
_availableSounds_C = [
|
||||
"WoundedGuyC_01",
|
||||
"WoundedGuyC_02",
|
||||
"WoundedGuyC_03",
|
||||
"WoundedGuyC_04",
|
||||
"WoundedGuyC_05"
|
||||
];
|
||||
|
||||
// TODO Base this off hitpoint damage
|
||||
// Find the amount of damage for this unit, based upon body part status.
|
||||
//_bodyPartStatus = [_unit,QGVAR(bodyPartStatus)] call EFUNC(common,getDefinedVariable);
|
||||
_amountOfDamage = 0;
|
||||
/*{
|
||||
_amountOfDamage = _amountOfDamage + _x;
|
||||
}foreach _bodyPartStatus;*/
|
||||
|
||||
// Play the sound if there is any damage present.
|
||||
if (_amountOfDamage > 0) exitwith {
|
||||
if (_pain > 0 && {[_unit] call EFUNC(common,isAwake)}) exitwith {
|
||||
// Classnames of the available sounds.
|
||||
_availableSounds_A = [
|
||||
"WoundedGuyA_01",
|
||||
"WoundedGuyA_02",
|
||||
"WoundedGuyA_03",
|
||||
"WoundedGuyA_04",
|
||||
"WoundedGuyA_05",
|
||||
"WoundedGuyA_06",
|
||||
"WoundedGuyA_07",
|
||||
"WoundedGuyA_08"
|
||||
];
|
||||
_availableSounds_B = [
|
||||
"WoundedGuyB_01",
|
||||
"WoundedGuyB_02",
|
||||
"WoundedGuyB_03",
|
||||
"WoundedGuyB_04",
|
||||
"WoundedGuyB_05",
|
||||
"WoundedGuyB_06",
|
||||
"WoundedGuyB_07",
|
||||
"WoundedGuyB_08"
|
||||
];
|
||||
_availableSounds_C = [
|
||||
"WoundedGuyC_01",
|
||||
"WoundedGuyC_02",
|
||||
"WoundedGuyC_03",
|
||||
"WoundedGuyC_04",
|
||||
"WoundedGuyC_05"
|
||||
];
|
||||
_sound = "";
|
||||
|
||||
// Select the to be played sound based upon damage amount.
|
||||
if (_amountOfDamage > 1) then {
|
||||
if (_pain > 0.5) then {
|
||||
if (random(1) > 0.5) then {
|
||||
_sound = _availableSounds_A select (round(random((count _availableSounds_A) - 1)));
|
||||
} else {
|
||||
@ -74,18 +66,12 @@ if (_amountOfDamage > 0) exitwith {
|
||||
} else {
|
||||
_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
|
||||
};
|
||||
|
||||
// Play the sound
|
||||
playSound3D [((getArray(configFile >> "CfgSounds" >> _sound >> "sound") select 0)), _unit, false, getPos _unit, 2, 1, 15]; // +2db, 15 meters.
|
||||
playSound3D [(getArray(configFile >> "CfgSounds" >> _sound >> "sound") select 0) + ".wss", objNull, false, getPos _unit, 15, 1, 25]; // +2db, 15 meters.
|
||||
|
||||
// Figure out what the delay will be before it is possible to play a sound again.
|
||||
private "_delay";
|
||||
_delay = 1;
|
||||
if (_amountOfDamage < 1) then {
|
||||
_delay = 10 + random(50);
|
||||
} else {
|
||||
_delay = (60 / _amountOfDamage);
|
||||
};
|
||||
_delay = (30 - (random(25) * _pain)) max (3.5 + random(2));
|
||||
|
||||
// Clean up the lock
|
||||
[{
|
||||
|
@ -25,8 +25,27 @@ if (!local _unit) exitwith {
|
||||
[[_unit, _force], QUOTE(DFUNC(setDead)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
};
|
||||
|
||||
if (missionNamespace getVariable [QGVAR(enableRevive), false]) exitwith {
|
||||
// TODO Implement the revive state
|
||||
if (GVAR(preventInstaDeath) && !_force) exitwith {
|
||||
if (_unit getvariable [QGVAR(inReviveState), false]) exitwith {}; // already in revive state
|
||||
_unit setvariable [QGVAR(inReviveState), true, true];
|
||||
[_unit] call FUNC(setUnconscious);
|
||||
|
||||
[{
|
||||
private ["_args","_unit","_startTime"];
|
||||
_args = _this select 0;
|
||||
_unit = _args select 0;
|
||||
_startTime = _args select 1;
|
||||
|
||||
if (time - _startTime > GVAR(maxReviveTime)) exitwith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
[_unit, true] call FUNC(setDead);
|
||||
_unit setvariable [QGVAR(inReviveState), nil, true];
|
||||
};
|
||||
|
||||
if !(_unit getvariable [QGVAR(inReviveState), false]) exitwith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
}, 1, [_unit, time] ] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
||||
|
||||
_unit setvariable ["ACE_isDead", true, true];
|
||||
|
@ -115,7 +115,7 @@ _minWaitingTime = (round(random(10)+5));
|
||||
_unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP)
|
||||
|
||||
_unit setUnconscious false;
|
||||
|
||||
["medical_onUnconscious", [_unit], [_unit, false]] call EFUNC(common,targetEvent);
|
||||
// ensure this statement runs only once
|
||||
_args set [6, true];
|
||||
};
|
||||
@ -139,3 +139,4 @@ _minWaitingTime = (round(random(10)+5));
|
||||
|
||||
}, 0.1, [_unit,_animState, _captiveSwitch, _originalPos, _startingTime, _minWaitingTime, false] ] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
["medical_onUnconscious", [_unit], [_unit, true]] call EFUNC(common,targetEvent);
|
||||
|
@ -16,7 +16,7 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_caller", "_target", "_selectionName", "_className", "_config", "_availableLevels", "_medicRequired", "_items", "_locations", "_return", "_callbackSuccess", "_callbackFailure", "_callbackProgress", "_treatmentTime", "_callerAnim", "_patientAnim", "_iconDisplayed"];
|
||||
private ["_caller", "_target", "_selectionName", "_className", "_config", "_availableLevels", "_medicRequired", "_items", "_locations", "_return", "_callbackSuccess", "_callbackFailure", "_callbackProgress", "_treatmentTime", "_callerAnim", "_patientAnim", "_iconDisplayed", "_return"];
|
||||
_caller = _this select 0;
|
||||
_target = _this select 1;
|
||||
_selectionName = _this select 2;
|
||||
@ -25,14 +25,14 @@ _className = _this select 3;
|
||||
if !(_target isKindOf "CAManBase") exitWith {false};
|
||||
|
||||
_config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
|
||||
if (GVAR(level) >= 1) then {
|
||||
if (GVAR(level) >= 2) then {
|
||||
_config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className);
|
||||
};
|
||||
if !(isClass _config) exitwith {false};
|
||||
|
||||
// Check for required class
|
||||
_medicRequired = getNumber (_config >> "requiredMedic");
|
||||
if !([_caller, _medicRequired] call FUNC(isMedic) || [_target, _medicRequired] call FUNC(isMedic)) exitwith {false};
|
||||
if !([_caller, _medicRequired] call FUNC(isMedic)) exitwith {false};
|
||||
|
||||
// Check item
|
||||
_items = getArray (_config >> "items");
|
||||
@ -40,7 +40,25 @@ if (count _items > 0 && {!([_caller, _target, _items] call FUNC(hasItems))}) exi
|
||||
|
||||
// Check allowed locations
|
||||
_locations = getArray (_config >> "treatmentLocations");
|
||||
_return = false;
|
||||
|
||||
_return = true;
|
||||
if (isText (_config >> "Condition")) then {
|
||||
_condition = getText(_config >> "condition");
|
||||
if (_condition != "") then {
|
||||
if (isnil _condition) then {
|
||||
_condition = compile _condition;
|
||||
} else {
|
||||
_condition = missionNamespace getvariable _condition;
|
||||
};
|
||||
if (typeName _condition == "BOOL") then {
|
||||
_return = _condition;
|
||||
} else {
|
||||
_return = [_caller, _target, _selectionName, _className] call _condition;
|
||||
};
|
||||
};
|
||||
};
|
||||
if (!_return) exitwith {false};
|
||||
|
||||
if ("All" in _locations) then {
|
||||
_return = true;
|
||||
} else {
|
||||
@ -50,8 +68,10 @@ if ("All" in _locations) then {
|
||||
if (_x == "MedicalVehicle" && {([vehicle _caller] call FUNC(isMedicalVehicle)) || ([vehicle _target] call FUNC(isMedicalVehicle))}) exitwith {_return = true;};
|
||||
}foreach _locations;
|
||||
};
|
||||
|
||||
if !(_return) exitwith {false};
|
||||
|
||||
|
||||
// Parse the config for the progress callback
|
||||
_callbackProgress = getText (_config >> "callbackProgress");
|
||||
if (_callbackProgress == "") then {
|
||||
|
@ -23,16 +23,17 @@ _target = _this select 1;
|
||||
_selectionName = _this select 2;
|
||||
_className = _this select 3;
|
||||
_items = _this select 4;
|
||||
_specificSpot = if (count _this > 5) then {_this select 5} else {-1};
|
||||
|
||||
if (count _items == 0) exitwith {};
|
||||
|
||||
if ([_caller, _target, _items] call FUNC(useItems)) then {
|
||||
[[_target, _className], QUOTE(DFUNC(treatmentBandageLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
{
|
||||
[[_target, _className, _selectionName, _specificSpot], QUOTE(DFUNC(treatmentAdvanced_bandageLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
/* {
|
||||
if (_x != "") then {
|
||||
[_target, _x] call FUNC(addToTriageCard);
|
||||
};
|
||||
}foreach _items;
|
||||
}foreach _items;*/
|
||||
|
||||
["Medical_treatmentCompleted", [_caller, _target, _selectionName, _className, true]] call ace_common_fnc_localEvent;
|
||||
[_target, "activity", "STR_ACE_HAS_BANDAGED_ACTIVITY", [[_caller] call EFUNC(common,getName)]] call FUNC(addToLog);
|
||||
|
@ -15,9 +15,11 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_target", "_bandage", "_part", "_openWounds", "_config", "_effectiveness","_mostEffectiveInjury", "_mostEffectiveSpot", "_woundEffectivenss", "_mostEffectiveInjury", "_impact"];
|
||||
private ["_target", "_bandage", "_part", "_selectionName", "_openWounds", "_config", "_effectiveness","_mostEffectiveInjury", "_mostEffectiveSpot", "_woundEffectivenss", "_mostEffectiveInjury", "_impact", "_exit"];
|
||||
_target = _this select 0;
|
||||
_bandage = _this select 1;
|
||||
_selectionName = _this select 2;
|
||||
_specificClass = if (count _this > 3) then {_this select 3} else { -1 };
|
||||
|
||||
// Ensure it is a valid bodypart
|
||||
_part = [_selectionName] call FUNC(selectionNameToNumber);
|
||||
@ -37,23 +39,33 @@ if (isClass (_config >> _bandage)) then {
|
||||
|
||||
// Figure out which injury for this bodypart is the best choice to bandage
|
||||
_mostEffectiveSpot = 0;
|
||||
_effectivenessFound = 0;
|
||||
_effectivenessFound = -1;
|
||||
_mostEffectiveInjury = _openWounds select 0;
|
||||
_exit = false;
|
||||
{
|
||||
// Only parse injuries that are for the selected bodypart.
|
||||
if (_x select 2 == _part) then {
|
||||
_woundEffectivenss = _effectiveness;
|
||||
_classID = (_x select 1);
|
||||
|
||||
// Select the classname from the wound classname storage
|
||||
_className = GVAR(woundClassNames) select _classID;
|
||||
// Check if this wound type has attributes specified for the used bandage
|
||||
if (isClass (_config >> (_x select 1))) then {
|
||||
|
||||
if (isClass (_config >> _className)) then {
|
||||
// Collect the effectiveness from the used bandage for this wound type
|
||||
_woundTreatmentConfig = (_config >> (_x select 1));
|
||||
_woundTreatmentConfig = (_config >> _className);
|
||||
if (isNumber (_woundTreatmentConfig >> "effectiveness")) then {
|
||||
_woundEffectivenss = getNumber (_woundTreatmentConfig >> "effectiveness");
|
||||
};
|
||||
};
|
||||
|
||||
if (_specificClass == _classID) exitwith {
|
||||
_effectivenessFound = _woundEffectivenss;
|
||||
_mostEffectiveSpot = _foreachIndex;
|
||||
_mostEffectiveInjury = _x;
|
||||
_exit = true;
|
||||
};
|
||||
|
||||
// Check if this is the currently most effective found.
|
||||
if (_woundEffectivenss * ((_x select 4) * (_x select 3)) > _effectivenessFound * ((_mostEffectiveInjury select 4) * (_mostEffectiveInjury select 3))) then {
|
||||
_effectivenessFound = _woundEffectivenss;
|
||||
@ -61,9 +73,11 @@ _mostEffectiveInjury = _openWounds select 0;
|
||||
_mostEffectiveInjury = _x;
|
||||
};
|
||||
};
|
||||
if (_exit) exitwith {};
|
||||
}foreach _openWounds;
|
||||
|
||||
if (_effectivenessFound == 0) exitwith {}; // Seems everything is patched up on this body part already..
|
||||
if (_effectivenessFound == -1) exitwith {}; // Seems everything is patched up on this body part already..
|
||||
|
||||
|
||||
// TODO refactor this part
|
||||
// Find the impact this bandage has and reduce the amount this injury is present
|
||||
|
@ -47,13 +47,13 @@ if (alive _unit) exitwith {
|
||||
// airway
|
||||
_unit setvariable [QGVAR(airwayStatus), 0, true];
|
||||
_unit setVariable [QGVAR(airwayOccluded), false, true];
|
||||
_unit setvariable [QGVAR(airwayCollapsed), true, true];
|
||||
_unit setvariable [QGVAR(airwayCollapsed), false, true];
|
||||
|
||||
// generic medical admin
|
||||
_unit setvariable [QGVAR(addedToUnitLoop), false, true];
|
||||
_unit setvariable [QGVAR(inCardiacArrest), true, true];
|
||||
_unit setvariable [QGVAR(inCardiacArrest), false, true];
|
||||
_unit setVariable [QGVAR(isUnconscious), false, true];
|
||||
_unit setvariable [QGVAR(hasLostBlood), true, true];
|
||||
_unit setvariable [QGVAR(hasLostBlood), false, true];
|
||||
_unit setvariable [QGVAR(isBleeding), false, true];
|
||||
_unit setvariable [QGVAR(hasPain), false, true];
|
||||
|
||||
|
@ -27,7 +27,7 @@ _items = _this select 4;
|
||||
if (count _items == 0) exitwith {};
|
||||
|
||||
if ([_caller, _target, _items] call FUNC(useItems)) then {
|
||||
[[_target, _className], QUOTE(DFUNC(treatmentMedicationLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
[[_target, _className], QUOTE(DFUNC(treatmentAdvanced_medicationLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
{
|
||||
if (_x != "") then {
|
||||
[_target, _x] call FUNC(addToTriageCard);
|
||||
|
@ -35,7 +35,7 @@ _caller setvariable [QGVAR(treatmentPrevAnimCaller), nil];
|
||||
|
||||
// Record specific callback
|
||||
_config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
|
||||
if (GVAR(level) >= 1) then {
|
||||
if (GVAR(level) >= 2) then {
|
||||
_config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className);
|
||||
};
|
||||
|
||||
|
@ -35,7 +35,7 @@ _caller setvariable [QGVAR(treatmentPrevAnimCaller), nil];
|
||||
|
||||
// Record specific callback
|
||||
_config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
|
||||
if (GVAR(level) >= 1) then {
|
||||
if (GVAR(level) >= 2) then {
|
||||
_config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className);
|
||||
};
|
||||
|
||||
|
@ -1,6 +1,79 @@
|
||||
<?xml version="1.0"encoding="UTF-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="Medical">
|
||||
<Container name="UI">
|
||||
<Key ID="STR_ACE_MEDICAL_TRIAGE_STATUS_MINOR">
|
||||
<Original>Minor</Original>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_TRIAGE_STATUS_DELAYED">
|
||||
<Original>Delayed</Original>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_TRIAGE_STATUS_IMMEDIATE">
|
||||
<Original>Immediate</Original>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_TRIAGE_STATUS_DECEASED">
|
||||
<Original>Deceased</Original>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_TRIAGE_STATUS_NONE">
|
||||
<Original>None</Original>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_NORMAL_BREATHING">
|
||||
<Original>Normal breathing</Original>
|
||||
<Russian>Дыхание в норме</Russian>
|
||||
<Spanish>Respiración normal</Spanish>
|
||||
<French>Respiration Normale</French>
|
||||
<Polish>Normalny oddech</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_NO_BREATHING">
|
||||
<Original>No breathing</Original>
|
||||
<Russian>Дыхания нет</Russian>
|
||||
<Spanish>No respira</Spanish>
|
||||
<French>Apnée</French>
|
||||
<Polish>Brak oddechu</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_DIFFICULT_BREATHING">
|
||||
<Original>Difficult breathing</Original>
|
||||
<Russian>Дыхание затруднено</Russian>
|
||||
<Spanish>Dificultad para respirar</Spanish>
|
||||
<French>Difficultée Respiratoire</French>
|
||||
<Polish>Trudności z oddychaniem</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_ALMOST_NO_BREATHING">
|
||||
<Original>Almost no breathing</Original>
|
||||
<Russian>Дыхания почти нет</Russian>
|
||||
<Spanish>Casi sin respirar</Spanish>
|
||||
<French>Respiration Faible</French>
|
||||
<Polish>Prawie brak oddechu</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_STATUS_BLEEDING">
|
||||
<Original>Bleeding</Original>
|
||||
<Russian>Кровотечение</Russian>
|
||||
<Spanish>Sangrando</Spanish>
|
||||
<French>Seignement</French>
|
||||
<Polish>Krwawienie zewnętrzne</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_STATUS_PAIN">
|
||||
<Original>In Pain</Original>
|
||||
<Russian>Испытывает боль</Russian>
|
||||
<Spanish>Con Dolor</Spanish>
|
||||
<French>A De La Douleur</French>
|
||||
<Polish>W bólu</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_STATUS_LOST_BLOOD">
|
||||
<Original>Lost a lot of Blood</Original>
|
||||
<Russian>Большая кровопотеря</Russian>
|
||||
<Spanish>Mucha Sangre perdida</Spanish>
|
||||
<French>A Perdu Bcp de Sang</French>
|
||||
<Polish>Stracił dużo krwi</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_STATUS_TOURNIQUET_APPLIED">
|
||||
<Original>Tourniquet [CAT]</Original>
|
||||
<Russian>Жгут</Russian>
|
||||
<Spanish>Torniquete [CAT]</Spanish>
|
||||
<French>Garot [CAT]</French>
|
||||
<Polish>Opaska uciskowa [CAT]</Polish>
|
||||
</Key>
|
||||
</Container>
|
||||
<Container name="CfgWeapons">
|
||||
<Key ID="STR_ACE_MEDICAL_BANDAGE_BASIC_DISPLAY">
|
||||
<Original>Bandage (Basic)</Original>
|
||||
@ -326,5 +399,164 @@
|
||||
<Spanish>Bolsa para cadáveres</Spanish>
|
||||
</Key>
|
||||
</Container>
|
||||
<Container name="Actions">
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE">
|
||||
<Original>Blood Pressure</Original>
|
||||
<Russian>Артериальное давление</Russian>
|
||||
<Spanish>Presión Arterial</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_CONTENT">
|
||||
<Original>Checking Blood Pressure..</Original>
|
||||
<Russian>Проверка артериального давления...</Russian>
|
||||
<Spanish>Comprobando Presión Arterial...</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_CHECKED_MEDIC">
|
||||
<Original>You checked %1</Original>
|
||||
<Russian>Вы осмотрели раненого %1</Russian>
|
||||
<Spanish>Examinando a %1</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_1">
|
||||
<Original>You find a blood pressure of %2/%3</Original>
|
||||
<Russian>Артериальное давление %2/%3</Russian>
|
||||
<Spanish>La Presión Arterial es %2/%3</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_2">
|
||||
<Original>You find a low blood pressure</Original>
|
||||
<Russian>Давление низкое</Russian>
|
||||
<Spanish>La Presión Arterial es baja</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_3">
|
||||
<Original>You find a normal blood pressure</Original>
|
||||
<Russian>Давление нормальное</Russian>
|
||||
<Spanish>La Presión Arterial es normal</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_4">
|
||||
<Original>You find a high blood pressure</Original>
|
||||
<Russian>Давление высокое</Russian>
|
||||
<Spanish>La Presión Arterial es alta</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_5">
|
||||
<Original>You find no blood pressure</Original>
|
||||
<Russian>Давления нет</Russian>
|
||||
<Spanish>No hay Presión Arterial</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_6">
|
||||
<Original>You fail to find a blood pressure</Original>
|
||||
<Russian>Артериальное давление не определяется</Russian>
|
||||
<Spanish>No puedes encontrar Presión Arterial</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE">
|
||||
<Original>Pulse</Original>
|
||||
<Russian>Пульс</Russian>
|
||||
<Spanish>Pulso</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_CONTENT">
|
||||
<Original>Checking Heart Rate..</Original>
|
||||
<Russian>Проверка пульса...</Russian>
|
||||
<Spanish>Comprobando Pulso...</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_CHECKED_MEDIC">
|
||||
<Original>You checked %1</Original>
|
||||
<Russian>Вы осмотрели раненого %1</Russian>
|
||||
<Spanish>Examinando a %1</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_1">
|
||||
<Original>You find a Heart Rate of %2</Original>
|
||||
<Russian>Пульс %2 уд./мин.</Russian>
|
||||
<Spanish>El Pulso es %2</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_2">
|
||||
<Original>You find a weak Heart Rate</Original>
|
||||
<Russian>Пульс слабый</Russian>
|
||||
<Spanish>El Pulso es débil</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_3">
|
||||
<Original>You find a strong Heart Rate</Original>
|
||||
<Russian>Пульс учащенный</Russian>
|
||||
<Spanish>El Pulso está acelerado</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_4">
|
||||
<Original>You find a normal Heart Rate</Original>
|
||||
<Russian>Пульс в норме</Russian>
|
||||
<Spanish>El Pulso es bueno</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_5">
|
||||
<Original>You find no Heart Rate</Original>
|
||||
<Russian>Пульс не прощупывается</Russian>
|
||||
<Spanish>No tiene Pulso</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_RESPONSE">
|
||||
<Original>Response</Original>
|
||||
<Russian>Реакция</Russian>
|
||||
<Spanish>Reacciona</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_RESPONSE_CONTENT">
|
||||
<Original>You check response of patient</Original>
|
||||
<Russian>Вы проверяете реакцию раненого</Russian>
|
||||
<Spanish>Compruebas si el paciente reacciona</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_REPONSE_RESPONSIVE">
|
||||
<Original>%1 is responsive</Original>
|
||||
<Russian>%1 реагирует на раздражители</Russian>
|
||||
<Spanish>%1 ha reaccionado</Spanish>
|
||||
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_REPONSE_UNRESPONSIVE">
|
||||
<Original>%1 is not responsive</Original>
|
||||
<Russian>%1 не реагирует</Russian>
|
||||
<Spanish>%1 no reacciona</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_CHECK_REPONSE_YOU_CHECKED">
|
||||
<Original>You checked %1</Original>
|
||||
<Russian>Вы осмотрели раненого %1</Russian>
|
||||
<Spanish>Examinas a %1</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_BANDAGING">
|
||||
<Original>Bandaging</Original>
|
||||
<Russian>Перевязка...</Russian>
|
||||
<Spanish>Vendando</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_BANDAGED">
|
||||
<Original>Bandaged</Original>
|
||||
<Russian>Повязка наложена</Russian>
|
||||
<Spanish>Vendado</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_APPLY_BANDAGE">
|
||||
<Original>You bandage %1 (%2)</Original>
|
||||
<Russian>Вы перевязали раненого %1 (%2)</Russian>
|
||||
<Spanish>Aplicas vendaje a %1 en %2</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_IS_BANDAGING_YOU">
|
||||
<Original>%1 is bandaging you</Original>
|
||||
<Russian>%1 перевязывает вас</Russian>
|
||||
<Spanish>%1 te está vendando</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_START_STITCHING_INJURIES">
|
||||
<Original>You start stitching injures from %1 (%2)</Original>
|
||||
<Russian>Вы зашиваете ранения от %1 (%2)</Russian>
|
||||
<Spanish>Estás suturando heridas de %1 en %2</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_STITCHING">
|
||||
<Original>Stitching</Original>
|
||||
<Russian>Наложение швов</Russian>
|
||||
<Spanish>Suturando</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_YOU_TREAT_AIRWAY">
|
||||
<Original>You treat the airway of %1</Original>
|
||||
<Russian>Вы интубируете раненого %1</Russian>
|
||||
<Spanish>Estás intubando a %1</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_AIRWAY">
|
||||
<Original>Airway</Original>
|
||||
<Russian>Дыхательные пути</Russian>
|
||||
<Spanish>Vías Aéreas</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_IS_TREATING_YOUR_AIRWAY">
|
||||
<Original>%1 is treating your airway</Original>
|
||||
<Russian>%1 проводит вам интубацию</Russian>
|
||||
<Spanish>%1 te está intubando</Spanish>
|
||||
</Key>
|
||||
</Container>
|
||||
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -11,7 +11,7 @@ class Rsctitles {
|
||||
class controlsBackground {
|
||||
class bodyImgBackground: ACE_gui_backgroundBase {
|
||||
idc = -1;
|
||||
x = "safezoneX + (2 * (((safezoneW / safezoneH) min 1.2) / 40))";
|
||||
x = "safezoneX + (2.5 * (((safezoneW / safezoneH) min 1.2) / 40))";
|
||||
y = "1.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + safezoneY";
|
||||
w = "8.5 * (((safezoneW / safezoneH) min 1.2) / 40)";
|
||||
h = "8.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
|
||||
@ -48,11 +48,25 @@ class Rsctitles {
|
||||
idc = 55;
|
||||
text = QUOTE(PATHTOF(ui\body_leg_right.paa));
|
||||
};
|
||||
class InjuryListLabel {
|
||||
idc = 199;
|
||||
type = CT_STATIC;
|
||||
x = "safezoneX + (2 * (((safezoneW / safezoneH) min 1.2) / 40))";
|
||||
y = "10.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + safezoneY";
|
||||
w = "9 * (((safezoneW / safezoneH) min 1.2) / 40)";
|
||||
h = "0.7 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
|
||||
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.7)";
|
||||
style = 0x00 + 0x100; // ST_LEFT + ST_SHADOW
|
||||
font = "PuristaMedium";
|
||||
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])"};
|
||||
text = "INJURIES";
|
||||
};
|
||||
class InjuryList: ACE_gui_listBoxBase {
|
||||
idc = 200;
|
||||
x = "safezoneX + (2 * (((safezoneW / safezoneH) min 1.2) / 40))";
|
||||
y = "11 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + safezoneY";
|
||||
w = "8.5 * (((safezoneW / safezoneH) min 1.2) / 40)";
|
||||
w = "9 * (((safezoneW / safezoneH) min 1.2) / 40)";
|
||||
h = "9 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
|
||||
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.7)";
|
||||
rowHeight = 0.03;
|
||||
@ -64,6 +78,48 @@ class Rsctitles {
|
||||
colorSelectBackground[] = {0, 0, 0, 0.0};
|
||||
colorSelectBackground2[] = {0.0, 0.0, 0.0, 0.5};
|
||||
};
|
||||
class LogName {
|
||||
idc = 301;
|
||||
type = CT_STATIC;
|
||||
x = "safezoneX + (2 * (((safezoneW / safezoneH) min 1.2) / 40))";
|
||||
y = "20.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + safezoneY";
|
||||
w = "9 * (((safezoneW / safezoneH) min 1.2) / 40)";
|
||||
h = "0.7 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
|
||||
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.7)";
|
||||
style = 0x00 + 0x100; // ST_LEFT + ST_SHADOW
|
||||
font = "PuristaMedium";
|
||||
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])"};
|
||||
text = "ACTIVITY LOG";
|
||||
};
|
||||
class ActivityLog: InjuryList {
|
||||
idc = 302;
|
||||
y = "21.3 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + safezoneY";
|
||||
h = "7 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
|
||||
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.7)";
|
||||
rowHeight = 0.03;
|
||||
colorBackground[] = {0, 0, 0, 0.2};
|
||||
colorText[] = {1,1, 1, 1.0};
|
||||
colorScrollbar[] = {0.95, 0.95, 0.95, 1};
|
||||
colorSelect[] = {0.95, 0.95, 0.95, 1};
|
||||
colorSelect2[] = {0.95, 0.95, 0.95, 1};
|
||||
colorSelectBackground[] = {0, 0, 0, 0.0};
|
||||
colorSelectBackground2[] = {0.0, 0.0, 0.0, 0.5};
|
||||
};
|
||||
class TriageStatus {
|
||||
idc = 303;
|
||||
type = CT_STATIC;
|
||||
x = "safezoneX + (2 * (((safezoneW / safezoneH) min 1.2) / 40))";
|
||||
y = "28.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + safezoneY";
|
||||
w = "9 * (((safezoneW / safezoneH) min 1.2) / 40)";
|
||||
h = "0.7 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
|
||||
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.7)";
|
||||
style = 0x00 + 0x100; // ST_LEFT + ST_SHADOW
|
||||
font = "PuristaMedium";
|
||||
colorText[] = {0.95, 0.95, 0.95, 0.75};
|
||||
colorBackground[] = {0,0,0,0.9};
|
||||
text = "";
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
BIN
addons/medical/ui/moduleIcon.paa
Normal file
BIN
addons/medical/ui/moduleIcon.paa
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user