mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge remote-tracking branch 'origin/master' into lasers
This commit is contained in:
commit
ab0d289762
@ -20,11 +20,9 @@ PARAMS_2(_unit,_isUnconc);
|
||||
|
||||
if (!local _unit) exitWith {};
|
||||
|
||||
systemChat format ["med: %1", _this];
|
||||
|
||||
if (_isUnconc) then {
|
||||
//Knocked out: If surrendering, stop
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
|
||||
[_unit, false] call FUNC(setSurrendered);
|
||||
};
|
||||
} else {
|
||||
|
@ -56,11 +56,12 @@ if (_target isKindOf "CAManBase") then {
|
||||
|
||||
[_unit, "isDragging", true] call EFUNC(common,setforceWalkStatus);
|
||||
|
||||
// prevent multiple players from accessing the same object
|
||||
[_unit, _target, true] call EFUNC(common,claim);
|
||||
|
||||
};
|
||||
|
||||
// prevent multiple players from accessing the same object
|
||||
[_unit, _target, true] call EFUNC(common,claim);
|
||||
|
||||
|
||||
// prevents draging and carrying at the same time
|
||||
_unit setVariable [QGVAR(isCarrying), true, true];
|
||||
|
||||
|
@ -89,7 +89,7 @@ _gRedOut = MINVIRTUALG / _classCoef;
|
||||
|
||||
// @todo: Sort the interaction with medical
|
||||
if ((_average > _gBlackOut) and {isClass (configFile >> "CfgPatches" >> "ACE_Medical") and {!(ACE_player getVariable ["ACE_isUnconscious", false])}}) then {
|
||||
[ACE_player, (10 + floor(random 5))] call EFUNC(medical,knockOut);
|
||||
[ACE_player, true, (10 + floor(random 5))] call EFUNC(medical,setUnconscious);
|
||||
};
|
||||
|
||||
GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]];
|
||||
|
@ -49,34 +49,34 @@ class ACE_Medical_Actions {
|
||||
callbackSuccess = QUOTE(DFUNC(treatmentBasic_bloodbag));
|
||||
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
|
||||
};
|
||||
class Carry: Bandage {
|
||||
displayName = "";
|
||||
displayNameProgress = "";
|
||||
class Tourniquet: Bandage {
|
||||
displayName = "$STR_ACE_Medical_Apply_Tourniquet";
|
||||
displayNameProgress = "$STR_ACE_Medical_Applying_Tourniquet";
|
||||
items[] = {"ACE_tourniquet"};
|
||||
treatmentTime = 6;
|
||||
callbackSuccess = QUOTE(DFUNC(treatmentTourniquet));
|
||||
condition = QUOTE(!([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo)));
|
||||
};
|
||||
class BodyBag: Bandage {
|
||||
displayName = "$STR_ACE_MEDICAL_PlaceInBodyBag";
|
||||
displayNameProgress = "$STR_ACE_MEDICAL_PlacingInBodyBag";
|
||||
treatmentLocations[] = {"All"};
|
||||
requiredMedic = 0;
|
||||
treatmentTime = 0;
|
||||
items[] = {};
|
||||
condition = QUOTE(DFUNC(canCarry));
|
||||
callbackSuccess = QUOTE([ARR_3(_this select 0, _this select 1, true)] call DFUNC(actionCarryUnit));
|
||||
treatmentTime = 2;
|
||||
items[] = {"ACE_bodyBag"};
|
||||
condition = "!alive (_this select 1);";
|
||||
callbackSuccess = QUOTE(DFUNC(actionPlaceInBodyBag));
|
||||
callbackFailure = "";
|
||||
callbackProgress = "";
|
||||
itemConsumed = 0;
|
||||
animationPatient = "";
|
||||
animationCaller = "";
|
||||
animationCallerProne = "";
|
||||
animationCallerSelf = "";
|
||||
animationCallerSelfProne = "";
|
||||
};
|
||||
class Drag: Carry {
|
||||
displayName = "";
|
||||
displayNameProgress = "";
|
||||
condition = QUOTE(DFUNC(canCarry));
|
||||
callbackSuccess = QUOTE([ARR_3(_this select 0, _this select 1, false)] call DFUNC(actionCarryUnit));
|
||||
itemConsumed = 0;
|
||||
};
|
||||
};
|
||||
|
||||
class Advanced {
|
||||
class FieldDressing {
|
||||
displayName = "$STR_ACE_Medical_Bandage";
|
||||
displayNameProgress = "$STR_ACE_Medical_Bandaging";
|
||||
// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
|
||||
treatmentLocations[] = {"All"};
|
||||
// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
|
||||
@ -107,24 +107,34 @@ class ACE_Medical_Actions {
|
||||
items[] = {"ACE_quikclot"};
|
||||
};
|
||||
class Tourniquet: fieldDressing {
|
||||
displayName = "$STR_ACE_Medical_Apply_Tourniquet";
|
||||
displayNameProgress = "$STR_ACE_Medical_Applying_Tourniquet";
|
||||
items[] = {"ACE_tourniquet"};
|
||||
treatmentTime = 6;
|
||||
callbackSuccess = QUOTE(DFUNC(treatmentTourniquet));
|
||||
condition = QUOTE(!([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo)));
|
||||
};
|
||||
class Morphine: fieldDressing {
|
||||
displayName = "$STR_ACE_Medical_Inject_Morphine";
|
||||
displayNameProgress = "$STR_ACE_Medical_Injecting_Morphine";
|
||||
items[] = {"ACE_morphine"};
|
||||
treatmentTime = 3;
|
||||
callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_medication));
|
||||
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
|
||||
};
|
||||
class Atropine: Morphine {
|
||||
displayName = "$STR_ACE_Medical_Inject_Atropine";
|
||||
displayNameProgress = "$STR_ACE_Medical_Injecting_Atropine";
|
||||
items[] = {"ACE_atropine"};
|
||||
};
|
||||
class Epinephrine: Morphine {
|
||||
displayName = "$STR_ACE_Medical_Inject_Epinephrine";
|
||||
displayNameProgress = "$STR_ACE_Medical_Injecting_Epinephrine";
|
||||
items[] = {"ACE_epinephrine"};
|
||||
};
|
||||
class BloodIV: fieldDressing {
|
||||
displayName = "$STR_ACE_Medical_Transfuse_Blood";
|
||||
displayNameProgress = "$STR_ACE_Medical_Transfusing_Blood";
|
||||
items[] = {"ACE_bloodIV"};
|
||||
requiredMedic = 1;
|
||||
treatmentTime = 7;
|
||||
@ -138,6 +148,8 @@ class ACE_Medical_Actions {
|
||||
items[] = {"ACE_bloodIV_250"};
|
||||
};
|
||||
class PlasmaIV: BloodIV {
|
||||
displayName = "$STR_ACE_Medical_Transfuse_Plasma";
|
||||
displayNameProgress = "$STR_ACE_Medical_Transfusing_Plasma";
|
||||
items[] = {"ACE_plasmaIV"};
|
||||
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
|
||||
};
|
||||
@ -148,6 +160,8 @@ class ACE_Medical_Actions {
|
||||
items[] = {"ACE_plasmaIV_250"};
|
||||
};
|
||||
class SalineIV: BloodIV {
|
||||
displayName = "$STR_ACE_Medical_Transfuse_Saline";
|
||||
displayNameProgress = "$STR_ACE_Medical_Transfusing_Saline";
|
||||
items[] = {"ACE_salineIV"};
|
||||
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
|
||||
};
|
||||
@ -158,6 +172,8 @@ class ACE_Medical_Actions {
|
||||
items[] = {"ACE_salineIV_250"};
|
||||
};
|
||||
class SurgicalKit: fieldDressing {
|
||||
displayName = "";
|
||||
displayNameProgress = "";
|
||||
items[] = {"ACE_surgicalKit"};
|
||||
treatmentLocations[] = {"MedicalFacility", "MedicalVehicle"};
|
||||
requiredMedic = 2;
|
||||
@ -167,6 +183,8 @@ class ACE_Medical_Actions {
|
||||
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
|
||||
};
|
||||
class PersonalAidKit: fieldDressing {
|
||||
displayName = "";
|
||||
displayNameProgress = "";
|
||||
items[] = {"ACE_personalAidKit"};
|
||||
treatmentLocations[] = {"All"};
|
||||
requiredMedic = 1;
|
||||
@ -176,6 +194,8 @@ class ACE_Medical_Actions {
|
||||
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
|
||||
};
|
||||
class CheckPulse: fieldDressing {
|
||||
displayName = "";
|
||||
displayNameProgress = "";
|
||||
treatmentLocations[] = {"All"};
|
||||
requiredMedic = 0;
|
||||
treatmentTime = 2;
|
||||
@ -199,11 +219,13 @@ class ACE_Medical_Actions {
|
||||
condition = QUOTE([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo));
|
||||
};
|
||||
class CPR: fieldDressing {
|
||||
displayName = "CPR";
|
||||
displayNameProgress = "Performing CPR";
|
||||
treatmentLocations[] = {"All"};
|
||||
requiredMedic = 0;
|
||||
treatmentTime = 25;
|
||||
items[] = {};
|
||||
condition = ""; // unconscious?
|
||||
condition = "((_this select 1) getvariable ['ACE_medical_inCardiacArrest', false])";
|
||||
callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR));
|
||||
callbackFailure = "";
|
||||
callbackProgress = "";
|
||||
@ -212,9 +234,11 @@ class ACE_Medical_Actions {
|
||||
itemConsumed = 0;
|
||||
};
|
||||
class BodyBag: fieldDressing {
|
||||
displayName = "$STR_ACE_MEDICAL_PlaceInBodyBag";
|
||||
displayNameProgress = "$STR_ACE_MEDICAL_PlacingInBodyBag";
|
||||
treatmentLocations[] = {"All"};
|
||||
requiredMedic = 0;
|
||||
treatmentTime = 7.5;
|
||||
treatmentTime = 2;
|
||||
items[] = {"ACE_bodyBag"};
|
||||
condition = "!alive (_this select 1);";
|
||||
callbackSuccess = QUOTE(DFUNC(actionPlaceInBodyBag));
|
||||
@ -223,31 +247,6 @@ class ACE_Medical_Actions {
|
||||
animationPatient = "";
|
||||
itemConsumed = 0;
|
||||
};
|
||||
class Carry: fieldDressing {
|
||||
displayName = "";
|
||||
displayNameProgress = "";
|
||||
treatmentLocations[] = {"All"};
|
||||
requiredMedic = 0;
|
||||
treatmentTime = 0;
|
||||
items[] = {};
|
||||
condition = QUOTE(DFUNC(canCarry));
|
||||
callbackSuccess = QUOTE([ARR_3(_this select 0, _this select 1, true)] call DFUNC(actionCarryUnit));
|
||||
callbackFailure = "";
|
||||
callbackProgress = "";
|
||||
itemConsumed = 0;
|
||||
animationPatient = "";
|
||||
animationCaller = "";
|
||||
animationCallerProne = "";
|
||||
animationCallerSelf = "";
|
||||
animationCallerSelfProne = "";
|
||||
};
|
||||
class Drag: Carry {
|
||||
displayName = "";
|
||||
displayNameProgress = "";
|
||||
condition = QUOTE(DFUNC(canCarry));
|
||||
callbackSuccess = QUOTE([ARR_3(_this select 0, _this select 1, false)] call DFUNC(actionCarryUnit));
|
||||
};
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
@ -443,6 +442,8 @@ class ACE_Medical_Advanced {
|
||||
class damageTypes {
|
||||
thresholds[] = {{0.1, 1}};
|
||||
selectionSpecific = 1;
|
||||
lethalDamage = 0.01;
|
||||
|
||||
class bullet {
|
||||
// above damage, amount. Put the highest threshold to the left and lower the threshold with the elements to the right of it.
|
||||
thresholds[] = {{0.1, 1}};
|
||||
@ -465,8 +466,9 @@ class ACE_Medical_Advanced {
|
||||
selectionSpecific = 0;
|
||||
};
|
||||
class backblast {
|
||||
thresholds[] = {{0.25, 5}};
|
||||
thresholds[] = {{0, 2},{0.55, 5}, {1, 6}};
|
||||
selectionSpecific = 0;
|
||||
lethalDamage = 1;
|
||||
};
|
||||
class stab {
|
||||
thresholds[] = {{0.1, 1}};
|
||||
|
@ -26,10 +26,6 @@ class CfgVehicles {
|
||||
description = "What is the medical simulation level?";
|
||||
typeName = "NUMBER";
|
||||
class values {
|
||||
class disable {
|
||||
name = "Disabled";
|
||||
value = 0;
|
||||
};
|
||||
class normal {
|
||||
name = "Basic";
|
||||
value = 1;
|
||||
@ -43,11 +39,11 @@ class CfgVehicles {
|
||||
};
|
||||
class enableFor {
|
||||
displayName = "Enabled for";
|
||||
description = "Select what units the medical system will be enabled for";
|
||||
description = "Select what units the medical system will be enabled for (Adv only)";
|
||||
typeName = "NUMBER";
|
||||
class values {
|
||||
class playableUnits {
|
||||
name = "Players only";
|
||||
name = "Players only.";
|
||||
value = 0;
|
||||
default = 1;
|
||||
};
|
||||
@ -57,21 +53,22 @@ class CfgVehicles {
|
||||
};
|
||||
};
|
||||
};
|
||||
class enableAirway {
|
||||
// TODO Disabled until the features are implemented
|
||||
/*class enableAirway {
|
||||
displayName = "Enable Airway";
|
||||
description = "Enable Advanced medical Airway";
|
||||
description = "Enable Advanced medical Airway (Adv only)";
|
||||
typeName = "BOOL";
|
||||
defaultValue = 0;
|
||||
};
|
||||
class enableFractures {
|
||||
displayName = "Enable Fractures";
|
||||
description = "Enable Advanced medical Fractures";
|
||||
description = "Enable Advanced medical Fractures (Adv only)";
|
||||
typeName = "BOOL";
|
||||
defaultValue = 0;
|
||||
};
|
||||
};*/
|
||||
class enableAdvancedWounds {
|
||||
displayName = "Enable Advanced wounds";
|
||||
description = "Allow reopening of bandaged wounds?";
|
||||
description = "Allow reopening of bandaged wounds? (Adv only)";
|
||||
typeName = "BOOL";
|
||||
defaultValue = 0;
|
||||
};
|
||||
@ -170,6 +167,12 @@ class CfgVehicles {
|
||||
typeName = "NUMBER";
|
||||
defaultValue = 1;
|
||||
};
|
||||
class maxReviveTime {
|
||||
displayName = "Max Revive time";
|
||||
description = "Max amount of seconds a unit can spend in revive state";
|
||||
typeName = "NUMBER";
|
||||
defaultValue = 1;
|
||||
};
|
||||
class enableOverdosing {
|
||||
displayName = "Enable Overdosing";
|
||||
description = "Enable overdosing of medications";
|
||||
@ -937,29 +940,16 @@ class CfgVehicles {
|
||||
enableInside = 1;
|
||||
icon = PATHTOF(UI\icons\bandage.paa);
|
||||
};
|
||||
class Carry {
|
||||
displayName = "$STR_ACE_MEDICAL_CARRY";
|
||||
class PlaceInBodyBag {
|
||||
displayName = "$STR_ACE_MEDICAL_PlaceInBodyBag";
|
||||
distance = 2.0;
|
||||
condition = QUOTE([ARR_4(_player, _target, 'body', 'Carry')] call DFUNC(canTreatCached));
|
||||
statement = QUOTE([ARR_4(_player, _target, 'body', 'Carry')] call DFUNC(treatment));
|
||||
condition = QUOTE([ARR_4(_player, _target, 'body', 'BodyBag')] call DFUNC(canTreatCached));
|
||||
statement = QUOTE([ARR_4(_player, _target, 'body', 'BodyBag')] call DFUNC(treatment));
|
||||
showDisabled = 1;
|
||||
priority = 2;
|
||||
hotkey = "";
|
||||
enableInside = 1;
|
||||
//icon = PATHTOF(UI\icons\bandage.paa);
|
||||
};
|
||||
class Drag {
|
||||
displayName = "$STR_ACE_MEDICAL_DRAG";
|
||||
distance = 2.0;
|
||||
condition = QUOTE([ARR_4(_player, _target, 'body', 'Drag')] call DFUNC(canTreatCached));
|
||||
statement = QUOTE([ARR_4(_player, _target, 'body', 'Drag')] call DFUNC(treatment));
|
||||
showDisabled = 1;
|
||||
priority = 2;
|
||||
hotkey = "";
|
||||
enableInside = 1;
|
||||
//icon = PATHTOF(UI\icons\bandage.paa);
|
||||
};
|
||||
|
||||
class TriageCard {
|
||||
displayName = "Triage Card";
|
||||
distance = 2.0;
|
||||
|
@ -217,13 +217,18 @@ if (isNil QGVAR(level)) then {
|
||||
|
||||
}, 0, []] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
// broadcast injuries to JIP clients in a MP session
|
||||
if (isMultiplayer) then {
|
||||
// We are only pulling the wounds for the units in the player group. Anything else will come when the unit interacts with them.
|
||||
if (hasInterface) then {
|
||||
{
|
||||
[_x, player] call FUNC(requestWoundSync);
|
||||
}foreach units group player;
|
||||
if (USE_WOUND_EVENT_SYNC) then {
|
||||
// broadcast injuries to JIP clients in a MP session
|
||||
if (isMultiplayer && hasInterface) then {
|
||||
["playerChanged", {
|
||||
EXPLODE_2_PVT(_this,_newPlayer,_oldPlayer);
|
||||
if (alive _newPlayer) then {
|
||||
// We are only pulling the wounds for the units in the player group. Anything else will come when the unit interacts with them.
|
||||
{
|
||||
[_x, _newPlayer] call FUNC(requestWoundSync);
|
||||
}foreach units group player;
|
||||
};
|
||||
}] call EFUNC(common,addEventhandler);
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -49,6 +49,8 @@ PREP(hasItems);
|
||||
PREP(hasMedicalEnabled);
|
||||
PREP(hasTourniquetAppliedTo);
|
||||
PREP(init);
|
||||
PREP(isBeingCarried);
|
||||
PREP(isBeingDragged);
|
||||
PREP(isInMedicalFacility);
|
||||
PREP(isMedic);
|
||||
PREP(isMedicalVehicle);
|
||||
|
@ -56,5 +56,5 @@ if ([_caller] call FUNC(isMedic)) then {
|
||||
["displayTextStructured", [_caller], [[_output, [_target] call EFUNC(common,getName), round(_bloodPressureHigh),round(_bloodPressureLow)], 1.75, _caller]] call EFUNC(common,targetEvent);
|
||||
|
||||
if (_logOutPut != "") then {
|
||||
[_target,"examine", "%1 checked Blood Pressure: %2", [[_caller] call EFUNC(common,getName), _logOutPut]] call FUNC(addToLog);
|
||||
[_target,"activity", "%1 checked Blood Pressure: %2", [[_caller] call EFUNC(common,getName), _logOutPut]] call FUNC(addToLog);
|
||||
};
|
||||
|
@ -49,5 +49,5 @@ if (_heartRate > 1.0) then {
|
||||
["displayTextStructured", [_caller], [[_heartRateOutput, [_unit] call EFUNC(common,getName), round(_heartRate)], 1.5, _caller]] call EFUNC(common,targetEvent);
|
||||
|
||||
if (_logOutPut != "") then {
|
||||
[_unit,"examine","%1 checked Heart Rate: %2",[[_caller] call EFUNC(common,getName),_logOutPut]] call FUNC(addToLog);
|
||||
[_unit,"activity","%1 checked Heart Rate: %2",[[_caller] call EFUNC(common,getName),_logOutPut]] call FUNC(addToLog);
|
||||
};
|
||||
|
@ -27,4 +27,4 @@ if ([_target] call EFUNC(common,isAwake)) then {
|
||||
|
||||
["displayTextStructured", [_caller], [[_output, [_target] call EFUNC(common,getName)], 2, _caller]] call EFUNC(common,targetEvent);
|
||||
|
||||
[_target,"examine",_output, [[_target] call EFUNC(common,getName)]] call FUNC(addToLog);
|
||||
[_target,"activity",_output, [[_target] call EFUNC(common,getName)]] call FUNC(addToLog);
|
||||
|
@ -21,7 +21,9 @@ GVAR(currentSelectedSelectionN) = if (count _this > 2) then {_this select 2} els
|
||||
|
||||
GVAR(displayPatientInformationTarget) = if (_show) then {_target} else {ObjNull};
|
||||
|
||||
[_target, ACE_player] call FUNC(requestWoundSync);
|
||||
if (USE_WOUND_EVENT_SYNC) then {
|
||||
[_target, ACE_player] call FUNC(requestWoundSync);
|
||||
};
|
||||
|
||||
if (_show) then {
|
||||
("ACE_MedicalRscDisplayInformation" call BIS_fnc_rscLayer) cutRsc [QGVAR(DisplayInformation),"PLAIN"];
|
||||
@ -41,6 +43,10 @@ if (_show) then {
|
||||
|
||||
_allInjuryTexts = [];
|
||||
_genericMessages = [];
|
||||
|
||||
_partText = ["STR_ACE_Interaction_Head", "STR_ACE_Interaction_Torso", "STR_ACE_Interaction_ArmLeft" ,"STR_ACE_Interaction_ArmRight" ,"STR_ACE_Interaction_LegLeft", "STR_ACE_Interaction_LegRight"] select GVAR(currentSelectedSelectionN);
|
||||
_genericMessages pushback [localize _partText, [1, 1, 1, 1]];
|
||||
|
||||
if (_target getvariable[QGVAR(isBleeding), false]) then {
|
||||
_genericMessages pushback [localize "STR_ACE_MEDICAL_STATUS_BLEEDING", [1, 0.1, 0.1, 1]];
|
||||
};
|
||||
@ -121,7 +127,7 @@ if (_show) then {
|
||||
{
|
||||
_lbCtrl lbAdd _x;
|
||||
}foreach _allInjuryTexts;
|
||||
if (count _genericMessages == 0 && {count _allInjuryTexts == 0}) then {
|
||||
if (count _allInjuryTexts == 0) then {
|
||||
_lbCtrl lbAdd "No injuries on this bodypart..";
|
||||
};
|
||||
|
||||
@ -129,26 +135,23 @@ if (_show) then {
|
||||
lbClear _logCtrl;
|
||||
|
||||
private ["_logs", "_log", "_message", "_moment", "_arguments", "_lbCtrl"];
|
||||
_logs = _target getvariable [QGVAR(allLogs), []];
|
||||
_logs = _target getvariable [QGVAR(logFile_Activity), []];
|
||||
{
|
||||
_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;
|
||||
};
|
||||
// [_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;
|
||||
{
|
||||
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 _logs;
|
||||
|
||||
_triageStatus = [_target] call FUNC(getTriageStatus);
|
||||
|
@ -42,4 +42,4 @@ if (GVAR(level) >= 2) then {
|
||||
} else {
|
||||
// TODO basic medical
|
||||
};
|
||||
_totalBloodLoss * GVAR(bleedingCoefficient);
|
||||
_totalBloodLoss * (GVAR(bleedingCoefficient) max 0);
|
||||
|
@ -16,7 +16,6 @@
|
||||
private ["_typeOfProjectile","_typeOfInjury"];
|
||||
_typeOfProjectile = _this select 0;
|
||||
_typeOfInjury = switch (true) do {
|
||||
case (_typeOfProjectile isKindOf "Backblast"): {"backblast"};
|
||||
case (_typeOfProjectile iskindof "BulletBase"): {"Bullet"};
|
||||
case (_typeOfProjectile iskindof "GrenadeCore"): {"Grenade"};
|
||||
case (_typeOfProjectile iskindof "TimeBombCore"): {"Explosive"};
|
||||
@ -29,7 +28,7 @@ _typeOfInjury = switch (true) do {
|
||||
case (_typeOfProjectile iskindof "BombCore"): {"Explosive"};
|
||||
case (_typeOfProjectile iskindof "Grenade"): {"Grenade"};
|
||||
case (_typeOfProjectile == "VehicleCrash"): {"VehicleCrash"};
|
||||
default {"Unknown"};
|
||||
default {_typeOfProjectile};
|
||||
};
|
||||
// TODO replace the capitalization on the switch results instead..
|
||||
toLower _typeOfInjury;
|
||||
|
@ -26,8 +26,6 @@ _projectile = _this select 4;
|
||||
|
||||
if !(local _unit) exitWith {nil};
|
||||
|
||||
if !([_unit] call FUNC(hasMedicalEnabled)) exitwith {};
|
||||
|
||||
if (typeName _projectile == "OBJECT") then {
|
||||
_projectile = typeOf _projectile;
|
||||
_this set [4, _projectile];
|
||||
@ -38,22 +36,35 @@ _hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
|
||||
if !(_selection in (_hitSelections + [""])) exitWith {0};
|
||||
|
||||
_damageReturn = _damage;
|
||||
if (GVAR(level) == 1) then {
|
||||
_damageReturn = (_this + [_damageReturn]) call FUNC(handleDamage_basic);
|
||||
if (GVAR(level) < 2) then {
|
||||
_damageReturn = _this call FUNC(handleDamage_basic);
|
||||
};
|
||||
|
||||
if (GVAR(level) >= 2) then {
|
||||
[_unit, _selection, _damage, _source, _projectile, _damageReturn] call FUNC(handleDamage_caching);
|
||||
if !([_unit] call FUNC(hasMedicalEnabled)) exitwith {
|
||||
// Because of the config changes, we cannot properly disable the medical system for a unit.
|
||||
// lets use basic for the time being..
|
||||
_this call FUNC(handleDamage_basic);
|
||||
};
|
||||
|
||||
[_unit, _selection, _damage, _source, _projectile] call FUNC(handleDamage_caching);
|
||||
|
||||
if (_damageReturn > 0.9) then {
|
||||
|
||||
_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage);
|
||||
_minLethalDamage = GVAR(minLethalDamages) select (GVAR(allAvailableDamageTypes) find _typeOfDamage);
|
||||
|
||||
_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
|
||||
_newDamage = _damage - (damage _unit);
|
||||
if (_selection in _hitSelections) then {
|
||||
_newDamage = _damage - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selection)));
|
||||
};
|
||||
if ([_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)) then {
|
||||
|
||||
if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)}) then {
|
||||
if ([_unit] call FUNC(setDead)) then {
|
||||
_damageReturn = 1;
|
||||
} else {
|
||||
_damageReturn = 0.89;
|
||||
};
|
||||
} else {
|
||||
_damageReturn = 0.89;
|
||||
@ -62,7 +73,7 @@ if (GVAR(level) >= 2) then {
|
||||
};
|
||||
[_unit] call FUNC(addToInjuredCollection);
|
||||
|
||||
if (_unit getVariable [QGVAR(preventDeath), false] && {_damageReturn >= 0.9} && {_selection in ["", "head", "body"]}) exitWith {
|
||||
if (_unit getVariable [QGVAR(preventDeath), GVAR(preventInstaDeath)] && {_damageReturn >= 0.9} && {_selection in ["", "head", "body"]}) exitWith {
|
||||
if (vehicle _unit != _unit and {damage _vehicle >= 1}) then {
|
||||
// @todo
|
||||
// [_unit] call FUNC(unload);
|
||||
|
@ -25,7 +25,6 @@ _selectionName = _this select 1;
|
||||
_amountOfDamage = _this select 2;
|
||||
_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 {
|
||||
@ -63,4 +62,4 @@ if (alive _unit && {!(_unit getvariable ["ACE_isUnconscious", false])}) then {
|
||||
};
|
||||
};
|
||||
|
||||
_returnDamage;
|
||||
_amountOfDamage;
|
||||
|
@ -24,15 +24,13 @@
|
||||
#define ARMDAMAGETRESHOLD2 1.7
|
||||
#define UNCONSCIOUSNESSTRESHOLD 0.7
|
||||
|
||||
private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn"];
|
||||
private ["_unit", "_selectionName", "_damage", "_shooter", "_projectile", "_damage"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_selection = _this select 1;
|
||||
_selectionName = _this select 1;
|
||||
_damage = _this select 2;
|
||||
_shooter = _this select 3;
|
||||
_projectile = _this select 4;
|
||||
_damageReturn = _this select 5;
|
||||
|
||||
|
||||
// This is a new hit, reset variables.
|
||||
// Note: sometimes handleDamage spans over 2 or even 3 frames.
|
||||
@ -50,12 +48,12 @@ if (diag_frameno > (_unit getVariable [QGVAR(frameNo), -3]) + 2) then {
|
||||
_hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
|
||||
_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
|
||||
|
||||
_newDamage = _damageReturn - (damage _unit);
|
||||
if (_selection in _hitSelections) then {
|
||||
_newDamage = _damageReturn - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selection)));
|
||||
_newDamage = _damage - (damage _unit);
|
||||
if (_selectionName in _hitSelections) then {
|
||||
_newDamage = _damage - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selectionName)));
|
||||
};
|
||||
|
||||
_damageReturn = _damageReturn - _newDamage;
|
||||
_damage = _damage - _newDamage;
|
||||
|
||||
|
||||
// Exclude falling damage to everything other than legs and reduce it overall.
|
||||
@ -101,7 +99,7 @@ if (_selectionName != "" and !(_unit getVariable QGVAR(isFalling))) then {
|
||||
};
|
||||
|
||||
// Get rid of double structural damage (seriously arma, what the fuck?)
|
||||
if (_selection == "") then {
|
||||
if (_selectionName == "") then {
|
||||
_cache_structDamage = _unit getVariable QGVAR(structDamage);
|
||||
if (_newDamage > _cache_structDamage) then {
|
||||
_unit setVariable [QGVAR(structDamage), _newDamage];
|
||||
@ -128,20 +126,20 @@ if (_selection == "") then {
|
||||
}, [_unit], 2, 0.1] call EFUNC(common,waitAndExecute);
|
||||
|
||||
|
||||
if (_selection == "") then {
|
||||
_damageReturn = _damageReturn + (_unit getVariable QGVAR(structDamage));
|
||||
if (_selectionName == "") then {
|
||||
_damage = _damage + (_unit getVariable QGVAR(structDamage));
|
||||
} else {
|
||||
_damageReturn = _damageReturn + _newDamage;
|
||||
_damage = _damage + _newDamage;
|
||||
};
|
||||
|
||||
|
||||
// Leg Damage
|
||||
_legdamage = (_unit getHitPointDamage "HitLeftLeg") + (_unit getHitPointDamage "HitRightLeg");
|
||||
if (_selectionName == "leg_l") then {
|
||||
_legdamage = _damageReturn + (_unit getHitPointDamage "HitRightLeg");
|
||||
_legdamage = _damage + (_unit getHitPointDamage "HitRightLeg");
|
||||
};
|
||||
if (_selectionName == "leg_r") then {
|
||||
_legdamage = (_unit getHitPointDamage "HitLeftLeg") + _damageReturn;
|
||||
_legdamage = (_unit getHitPointDamage "HitLeftLeg") + _damage;
|
||||
};
|
||||
|
||||
if (_legdamage >= LEGDAMAGETRESHOLD1) then {
|
||||
@ -155,10 +153,10 @@ if (_legdamage >= LEGDAMAGETRESHOLD1) then {
|
||||
// Arm Damage
|
||||
_armdamage = (_unit getHitPointDamage "HitLeftArm") + (_unit getHitPointDamage "HitRightArm");
|
||||
if (_selectionName == "hand_l") then {
|
||||
_armdamage = _damageReturn + (_unit getHitPointDamage "HitRightArm");
|
||||
_armdamage = _damage + (_unit getHitPointDamage "HitRightArm");
|
||||
};
|
||||
if (_selectionName == "hand_r") then {
|
||||
_armdamage = (_unit getHitPointDamage "HitLeftArm") + _damageReturn;
|
||||
_armdamage = (_unit getHitPointDamage "HitLeftArm") + _damage;
|
||||
};
|
||||
|
||||
if (_armdamage >= ARMDAMAGETRESHOLD1) then {
|
||||
@ -170,7 +168,7 @@ if (_armdamage >= ARMDAMAGETRESHOLD1) then {
|
||||
|
||||
|
||||
// Set Pain
|
||||
if (_selection == "") then {
|
||||
if (_selectionName == "") then {
|
||||
_pain = _unit getVariable [QGVAR(pain), 0];
|
||||
_pain = _pain + _newDamage * (1 - (_unit getVariable [QGVAR(morphine), 0]));
|
||||
_unit setVariable [QGVAR(pain), _pain min 1, true];
|
||||
@ -178,16 +176,16 @@ if (_selection == "") then {
|
||||
|
||||
|
||||
// Unconsciousness
|
||||
if (_selection == "" and
|
||||
_damageReturn >= UNCONSCIOUSNESSTRESHOLD and
|
||||
_damageReturn < 1 and
|
||||
if (_selectionName == "" and
|
||||
_damage >= UNCONSCIOUSNESSTRESHOLD and
|
||||
_damage < 1 and
|
||||
!(_unit getVariable ["ACE_isUnconscious", False]
|
||||
)) then {
|
||||
if (_unit getVariable [QGVAR(allowUnconscious), ([_unit] call EFUNC(common,isPlayer)) or random 1 > 0.3]) then {
|
||||
[_unit, true] call FUNC(setUnconscious);
|
||||
} else {
|
||||
_damageReturn = 1;
|
||||
_damage = 1;
|
||||
};
|
||||
};
|
||||
|
||||
_damageReturn
|
||||
_damage
|
||||
|
@ -24,7 +24,6 @@ _selectionName = _this select 1;
|
||||
_damage = _this select 2;
|
||||
_source = _this select 3;
|
||||
_projectile = _this select 4;
|
||||
_returnDamage = _this select 5;
|
||||
|
||||
_hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
|
||||
_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
|
||||
@ -128,14 +127,14 @@ if (_selectionName != "") then {
|
||||
_cache_projectiles pushBack _projectile;
|
||||
_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
|
||||
_cache_damages pushBack _newDamage;
|
||||
_cache_params pushBack [_unit, _selectionName, _damage, _source, _projectile, _returnDamage];
|
||||
_cache_params pushBack [_unit, _selectionName, _damage, _source, _projectile];
|
||||
};
|
||||
} else {
|
||||
// This is an unhandled projectile
|
||||
_cache_projectiles pushBack _projectile;
|
||||
_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
|
||||
_cache_damages pushBack _newDamage;
|
||||
_cache_params pushBack [_unit, _selectionName, _damage, _source, _projectile, _returnDamage];
|
||||
_cache_params pushBack [_unit, _selectionName, _damage, _source, _projectile];
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -123,18 +123,20 @@ _woundsCreated = [];
|
||||
};
|
||||
}foreach (_injuryTypeInfo select 0);
|
||||
|
||||
_unit setvariable [QGVAR(openWounds), _openWounds];
|
||||
_unit setvariable [QGVAR(openWounds), _openWounds, !USE_WOUND_EVENT_SYNC];
|
||||
|
||||
// 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);
|
||||
}foreach _woundsCreated;
|
||||
if (USE_WOUND_EVENT_SYNC) then {
|
||||
// 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);
|
||||
}foreach _woundsCreated;
|
||||
};
|
||||
|
||||
_painLevel = _unit getvariable [QGVAR(pain), 0];
|
||||
_unit setvariable [QGVAR(pain), _painLevel + _painToAdd];
|
||||
|
@ -23,8 +23,10 @@ if (GVAR(level) >= 2) then {
|
||||
_unit setvariable [QGVAR(bloodPressure), [0, 0]];
|
||||
_unit setvariable [QGVAR(airwayStatus), 0];
|
||||
|
||||
_openWounds = _unit getvariable [QGVAR(openWounds), []];
|
||||
{
|
||||
["medical_propagateWound", [_unit, _x]] call EFUNC(common,globalEvent);
|
||||
}foreach _openWounds;
|
||||
if (USE_WOUND_EVENT_SYNC) then {
|
||||
_openWounds = _unit getvariable [QGVAR(openWounds), []];
|
||||
{
|
||||
["medical_propagateWound", [_unit, _x]] call EFUNC(common,globalEvent);
|
||||
}foreach _openWounds;
|
||||
};
|
||||
};
|
||||
|
@ -50,7 +50,7 @@ _unit setVariable [QGVAR(bloodIVVolume), 0];
|
||||
_unit setvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0], true];
|
||||
|
||||
// airway
|
||||
_unit setvariable [QGVAR(airwayStatus), 0, true];
|
||||
_unit setvariable [QGVAR(airwayStatus), 100, true];
|
||||
_unit setVariable [QGVAR(airwayOccluded), false, true];
|
||||
_unit setvariable [QGVAR(airwayCollapsed), false, true];
|
||||
|
||||
|
26
addons/medical/functions/fnc_isBeingCarried.sqf
Normal file
26
addons/medical/functions/fnc_isBeingCarried.sqf
Normal file
@ -0,0 +1,26 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Returns if a target is being carried. (from ace_dragging)
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Target Unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Is being carried <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [bob] call ace_medical_fnc_isBeingCarried
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_1(_target);
|
||||
|
||||
private "_owner";
|
||||
|
||||
_owner = _target getVariable [QEGVAR(common,owner), objNull];
|
||||
|
||||
if (isNull _owner) exitWith {false};
|
||||
|
||||
(_owner getVariable [QEGVAR(dragging,carriedObject), objNull]) == _target
|
26
addons/medical/functions/fnc_isBeingDragged.sqf
Normal file
26
addons/medical/functions/fnc_isBeingDragged.sqf
Normal file
@ -0,0 +1,26 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Returns if a target is being dragged. (from ace_dragging)
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Target Unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Is being dragged <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [bob] call ace_medical_fnc_isBeingDragged
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_1(_target);
|
||||
|
||||
private "_owner";
|
||||
|
||||
_owner = _target getVariable [QEGVAR(common,owner), objNull];
|
||||
|
||||
if (isNull _owner) exitWith {false};
|
||||
|
||||
(_owner getVariable [QEGVAR(dragging,draggedObject), objNull]) == _target
|
@ -24,8 +24,9 @@ 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);
|
||||
// TODO disabled until implemented
|
||||
// [_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);
|
||||
|
@ -24,7 +24,6 @@ if !(_activated) exitWith {};
|
||||
|
||||
[_logic, QGVAR(medicSetting), "medicSetting"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(maxRevives), "maxRevives"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(maxReviveTime), "maxReviveTime"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(enableOverdosing), "enableOverdosing"] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(bleedingCoefficient), "bleedingCoefficient"] call EFUNC(common,readSettingFromModule);
|
||||
|
||||
|
||||
|
@ -49,7 +49,7 @@ if (!_foundEntry) then {
|
||||
|
||||
|
||||
_usedMeds = _target getvariable [_variable, 0];
|
||||
if (_usedMeds >= floor (_maxDosage + round(random(2))) && _maxDosage >= 1) then {
|
||||
if (_usedMeds >= floor (_maxDosage + round(random(2))) && _maxDosage >= 1 && GVAR(enableOverdosing)) then {
|
||||
[_target] call FUNC(setDead);
|
||||
};
|
||||
|
||||
@ -65,7 +65,7 @@ _hasOverDosed = 0;
|
||||
}foreach _allUsedMedication;
|
||||
}foreach _incompatabileMeds;
|
||||
|
||||
if (_hasOverDosed > 0) then {
|
||||
if (_hasOverDosed > 0 && GVAR(enableOverdosing)) then {
|
||||
_medicationConfig = (configFile >> "ACE_Medical_Advanced" >> "Treatment" >> "Medication");
|
||||
_onOverDose = getText (_medicationConfig >> "onOverDose");
|
||||
if (isClass (_medicationConfig >> _className)) then {
|
||||
|
@ -12,25 +12,35 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_injuriesRootConfig", "_woundsConfig", "_allWoundClasses", "_amountOf", "_entry","_classType", "_selections", "_bloodLoss", "_pain","_minDamage","_causes", "_allTypes", "_damageTypesConfig", "_thresholds", "_typeThresholds", "_selectionSpecific", "_selectionSpecificType", "_classDisplayName", "_subClassDisplayName", "_maxDamage", "_subClassmaxDamage"];
|
||||
private ["_injuriesRootConfig", "_woundsConfig", "_allWoundClasses", "_amountOf", "_entry","_classType", "_selections", "_bloodLoss", "_pain","_minDamage","_causes", "_allTypes", "_damageTypesConfig", "_thresholds", "_typeThresholds", "_selectionSpecific", "_selectionSpecificType", "_classDisplayName", "_subClassDisplayName", "_maxDamage", "_subClassmaxDamage", "_defaultMinLethalDamage", "_minLethalDamage"];
|
||||
|
||||
_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");
|
||||
|
||||
// minimum lethal damage collection, mapped to damageTypes
|
||||
_defaultMinLethalDamage = getNumber (_configDamageTypes >> "lethalDamage");
|
||||
GVAR(minLethalDamages) = [];
|
||||
|
||||
// Collect all available damage types from the config
|
||||
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));
|
||||
_minLethalDamage = if (isNumber((_configDamageTypes select _i) >> "lethalDamage")) then {
|
||||
getNumber((_configDamageTypes select _i) >> "lethalDamage");
|
||||
} else {
|
||||
_defaultMinLethalDamage
|
||||
};
|
||||
|
||||
GVAR(minLethalDamages) pushback _minLethalDamage;
|
||||
};
|
||||
};
|
||||
GVAR(allAvailableDamageTypes) = _allFoundDamageTypes;
|
||||
GVAR(woundClassNames) = [];
|
||||
GVAR(fractureClassNames) = [];
|
||||
|
||||
|
||||
// Parsing the wounds
|
||||
// function for parsing a sublcass of an injury
|
||||
_parseForSubClassWounds = {
|
||||
|
@ -13,39 +13,45 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit"];
|
||||
private ["_unit", "_force"];
|
||||
_unit = _this select 0;
|
||||
_force = false;
|
||||
if (count _this >= 2) then {
|
||||
_force = _this select 1;
|
||||
};
|
||||
|
||||
if (!alive _unit) exitwith{};
|
||||
if (!alive _unit) exitwith{true};
|
||||
if (!local _unit) exitwith {
|
||||
[[_unit, _force], QUOTE(DFUNC(setDead)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
false;
|
||||
};
|
||||
|
||||
if (GVAR(preventInstaDeath) && !_force) exitwith {
|
||||
if (_unit getvariable [QGVAR(inReviveState), false]) exitwith {}; // already in revive state
|
||||
if ((_unit getVariable [QGVAR(preventDeath), GVAR(preventInstaDeath)]) && !_force) exitwith {
|
||||
if (_unit getvariable [QGVAR(inReviveState), false]) exitwith {false}; // already in revive state
|
||||
_unit setvariable [QGVAR(inReviveState), true, true];
|
||||
[_unit] call FUNC(setUnconscious);
|
||||
_unit setvariable [QGVAR(reviveStartTime), time];
|
||||
[_unit, true] call FUNC(setUnconscious);
|
||||
|
||||
[{
|
||||
private ["_args","_unit","_startTime"];
|
||||
_args = _this select 0;
|
||||
_unit = _args select 0;
|
||||
_startTime = _args select 1;
|
||||
_startTime = _unit getvariable [QGVAR(reviveStartTime), 0];
|
||||
|
||||
if (time - _startTime > GVAR(maxReviveTime)) exitwith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
[_unit, true] call FUNC(setDead);
|
||||
_unit setvariable [QGVAR(inReviveState), nil, true];
|
||||
_unit setvariable [QGVAR(reviveStartTime), nil];
|
||||
|
||||
[_unit, true] call FUNC(setDead);
|
||||
};
|
||||
|
||||
if !(_unit getvariable [QGVAR(inReviveState), false]) exitwith {
|
||||
_unit setvariable [QGVAR(reviveStartTime), nil];
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
}, 1, [_unit, time] ] call CBA_fnc_addPerFrameHandler;
|
||||
}, 1, [_unit] ] call CBA_fnc_addPerFrameHandler;
|
||||
false;
|
||||
};
|
||||
|
||||
_unit setvariable ["ACE_isDead", true, true];
|
||||
@ -53,3 +59,4 @@ if (isPLayer _unit) then {
|
||||
_unit setvariable ["isDeadPlayer", true, true];
|
||||
};
|
||||
_unit setdamage 1;
|
||||
true;
|
||||
|
@ -4,6 +4,8 @@
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The unit that will be put in an unconscious state <OBJECT>
|
||||
* 1: Set unconsciouns <BOOL> <OPTIONAL>
|
||||
* 2: Minimum unconscious time <NUMBER> <OPTIONAL>
|
||||
*
|
||||
* ReturnValue:
|
||||
* nil
|
||||
@ -13,9 +15,12 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
#define DEFAULT_DELAY (round(random(10)+5))
|
||||
|
||||
private ["_unit", "_set", "_animState", "_originalPos", "_captiveSwitch", "_startingTime","_minWaitingTime"];
|
||||
_unit = _this select 0;
|
||||
_set = if (count _this > 1) then {_this select 1} else {true};
|
||||
_minWaitingTime = if (count _this > 2) then {_this select 2} else {DEFAULT_DELAY};
|
||||
|
||||
if !(_set) exitwith {
|
||||
_unit setvariable ["ACE_isUnconscious", false,true];
|
||||
@ -71,7 +76,6 @@ _unit setUnitPos "DOWN";
|
||||
[_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation);
|
||||
|
||||
_startingTime = time;
|
||||
_minWaitingTime = (round(random(10)+5));
|
||||
|
||||
[{
|
||||
private ["_unit", "_vehicleOfUnit","_minWaitingTime", "_oldAnimation", "_captiveSwitch", "_hasMovedOut"];
|
||||
@ -90,17 +94,17 @@ _minWaitingTime = (round(random(10)+5));
|
||||
|
||||
// In case the unit is no longer in an unconscious state, we are going to check if we can already reset the animation
|
||||
if !(_unit getvariable ["ACE_isUnconscious",false]) exitwith {
|
||||
|
||||
// TODO, handle this with carry instead, so we can remove the PFH here.
|
||||
// Wait until the unit isn't being carried anymore, so we won't end up with wierd animations
|
||||
if !([_unit] call EFUNC(common,beingCarried)) then {
|
||||
if !(([_unit] call FUNC(isBeingCarried)) || ([_unit] call FUNC(isBeingDragged))) then {
|
||||
if (vehicle _unit == _unit) then {
|
||||
[_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation);
|
||||
[_unit,"amovppnemstpsnonwnondnon", 2] call EFUNC(common,doAnimation);
|
||||
} else {
|
||||
// Switch to the units original animation, assuming
|
||||
// TODO: what if the unit switched vehicle?
|
||||
[_unit, _oldAnimation, 1] call EFUNC(common,doAnimation);
|
||||
[_unit, _oldAnimation, 2] call EFUNC(common,doAnimation);
|
||||
};
|
||||
|
||||
// EXIT PFH
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
@ -117,7 +121,7 @@ _minWaitingTime = (round(random(10)+5));
|
||||
_unit setUnconscious false;
|
||||
["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent);
|
||||
// ensure this statement runs only once
|
||||
_args set [6, true];
|
||||
_args set [5, true];
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -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", "_return"];
|
||||
private ["_caller", "_target", "_selectionName", "_className", "_config", "_availableLevels", "_medicRequired", "_items", "_locations", "_return", "_callbackSuccess", "_callbackFailure", "_callbackProgress", "_treatmentTime", "_callerAnim", "_patientAnim", "_iconDisplayed", "_return", "_usersOfItems"];
|
||||
_caller = _this select 0;
|
||||
_target = _this select 1;
|
||||
_selectionName = _this select 2;
|
||||
@ -71,6 +71,10 @@ if ("All" in _locations) then {
|
||||
|
||||
if !(_return) exitwith {false};
|
||||
|
||||
_usersOfItems = [];
|
||||
if (getNumber (_config >> "itemConsumed") > 0) then {
|
||||
_usersOfItems = ([_caller, _target, _items] call FUNC(useItems)) select 1;
|
||||
};
|
||||
|
||||
// Parse the config for the progress callback
|
||||
_callbackProgress = getText (_config >> "callbackProgress");
|
||||
@ -94,6 +98,12 @@ _callerAnim = [getText (_config >> "animationCaller"), getText (_config >> "anim
|
||||
if (_caller == _target) then {
|
||||
_callerAnim = [getText (_config >> "animationCallerSelf"), getText (_config >> "animationCallerSelfProne")] select (stance _caller == "PRONE");
|
||||
};
|
||||
|
||||
// Cannot use secondairy weapon for animation
|
||||
if (currentWeapon _caller == secondaryWeapon _caller) then {
|
||||
_caller selectWeapon (primaryWeapon _caller);
|
||||
};
|
||||
|
||||
_wpn = ["non", "rfl", "pst"] select (["", primaryWeapon _caller, handgunWeapon _caller] find (currentWeapon _caller));
|
||||
_callerAnim = [_callerAnim, "[wpn]", _wpn] call CBA_fnc_replace;
|
||||
if (vehicle _caller == _caller && {_callerAnim != ""}) then {
|
||||
@ -109,7 +119,7 @@ if (vehicle _caller == _caller && {_callerAnim != ""}) then {
|
||||
_treatmentTime = getNumber (_config >> "treatmentTime");
|
||||
[
|
||||
_treatmentTime,
|
||||
[_caller, _target, _selectionName, _className, _items],
|
||||
[_caller, _target, _selectionName, _className, _items, _usersOfItems],
|
||||
DFUNC(treatment_success),
|
||||
DFUNC(treatment_failure),
|
||||
getText (_config >> "displayNameProgress"),
|
||||
@ -134,5 +144,4 @@ if (_displayText != "") then {
|
||||
["displayTextStructured", [_caller], [[_displayText, [_caller] call EFUNC(common,getName), [_target] call EFUNC(common,getName)], 1.5, _caller]] call EFUNC(common,targetEvent);
|
||||
};
|
||||
|
||||
|
||||
true;
|
||||
|
@ -25,18 +25,18 @@ _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, _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;*/
|
||||
|
||||
["Medical_treatmentCompleted", [_caller, _target, _selectionName, _className, true]] call ace_common_fnc_localEvent;
|
||||
[_target, "activity", "STR_ACE_MEDICAL_ACTIVITY_bandagedPatient", [[_caller] call EFUNC(common,getName)]] call FUNC(addToLog);
|
||||
if !([_target] call FUNC(hasMedicalEnabled)) exitwith {
|
||||
_this call FUNC(treatmentBasic_bandage);
|
||||
};
|
||||
|
||||
[[_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;*/
|
||||
|
||||
["Medical_treatmentCompleted", [_caller, _target, _selectionName, _className, true]] call ace_common_fnc_localEvent;
|
||||
[_target, "activity", "STR_ACE_MEDICAL_ACTIVITY_bandagedPatient", [[_caller] call EFUNC(common,getName)]] call FUNC(addToLog);
|
||||
|
||||
true;
|
||||
|
@ -85,10 +85,11 @@ _impact = if ((_mostEffectiveInjury select 3) >= _effectivenessFound) then {_eff
|
||||
_mostEffectiveInjury set [ 3, ((_mostEffectiveInjury select 3) - _effectivenessFound) max 0];
|
||||
_openWounds set [_mostEffectiveSpot, _mostEffectiveInjury];
|
||||
|
||||
_target setvariable [QGVAR(openWounds), _openWounds];
|
||||
|
||||
["medical_propagateWound", [_unit, _mostEffectiveInjury]] call EFUNC(common,globalEvent);
|
||||
_target setvariable [QGVAR(openWounds), _openWounds, !USE_WOUND_EVENT_SYNC];
|
||||
|
||||
if (USE_WOUND_EVENT_SYNC) then {
|
||||
["medical_propagateWound", [_unit, _mostEffectiveInjury]] call EFUNC(common,globalEvent);
|
||||
};
|
||||
// Handle the reopening of bandaged wounds
|
||||
if (_impact > 0) then {
|
||||
// TODO handle reopening of bandaged wounds
|
||||
|
@ -45,7 +45,7 @@ if (alive _unit) exitwith {
|
||||
_unit setvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0], true];
|
||||
|
||||
// airway
|
||||
_unit setvariable [QGVAR(airwayStatus), 0, true];
|
||||
_unit setvariable [QGVAR(airwayStatus), 100, true];
|
||||
_unit setVariable [QGVAR(airwayOccluded), false, true];
|
||||
_unit setvariable [QGVAR(airwayCollapsed), false, true];
|
||||
|
||||
|
@ -24,18 +24,15 @@ _selectionName = _this select 2;
|
||||
_className = _this select 3;
|
||||
_items = _this select 4;
|
||||
|
||||
if (count _items == 0) exitwith {};
|
||||
[[_target, _className], QUOTE(DFUNC(treatmentAdvanced_medicationLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
|
||||
if ([_caller, _target, _items] call FUNC(useItems)) then {
|
||||
[[_target, _className], QUOTE(DFUNC(treatmentAdvanced_medicationLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
{
|
||||
if (_x != "") then {
|
||||
[_target, _x] call FUNC(addToTriageCard);
|
||||
};
|
||||
}foreach _items;
|
||||
{
|
||||
if (_x != "") then {
|
||||
[_target, _x] call FUNC(addToTriageCard);
|
||||
};
|
||||
}foreach _items;
|
||||
|
||||
["Medical_treatmentCompleted", [_caller, _target, _selectionName, _className, true]] call ace_common_fnc_localEvent;
|
||||
[_target, "activity", "STR_ACE_MEDICAL_ACTIVITY_usedItem", [[_caller] call EFUNC(common,getName), _className]] call FUNC(addToLog);
|
||||
};
|
||||
["Medical_treatmentCompleted", [_caller, _target, _selectionName, _className, true]] call ace_common_fnc_localEvent;
|
||||
[_target, "activity", "STR_ACE_MEDICAL_ACTIVITY_usedItem", [[_caller] call EFUNC(common,getName), _className]] call FUNC(addToLog);
|
||||
|
||||
true;
|
||||
|
@ -26,10 +26,8 @@ _items = _this select 4;
|
||||
|
||||
if (count _items == 0) exitwith {};
|
||||
|
||||
if ([_caller, _target, _items] call FUNC(useItems)) then {
|
||||
_removeItem = _items select 0;
|
||||
[[_target, _removeItem], QUOTE(DFUNC(treatmentIVLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
["Medical_treatmentCompleted", [_caller, _target, _selectionName, _className, true]] call ace_common_fnc_localEvent;
|
||||
[_target, _removeItem] call FUNC(addToTriageCard);
|
||||
[_target, "activity", "STR_ACE_MEDICAL_ACTIVITY_gaveIV", [[_caller] call EFUNC(common,getName)]] call FUNC(addToLog);
|
||||
};
|
||||
_removeItem = _items select 0;
|
||||
[[_target, _removeItem], QUOTE(DFUNC(treatmentIVLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
["Medical_treatmentCompleted", [_caller, _target, _selectionName, _className, true]] call ace_common_fnc_localEvent;
|
||||
[_target, _removeItem] call FUNC(addToTriageCard);
|
||||
[_target, "activity", "STR_ACE_MEDICAL_ACTIVITY_gaveIV", [[_caller] call EFUNC(common,getName)]] call FUNC(addToLog);
|
||||
|
@ -39,12 +39,11 @@ if ((_tourniquets select _part) > 0) exitwith {
|
||||
false;
|
||||
};
|
||||
|
||||
if ([_caller, _target, _items] call FUNC(useItems)) then {
|
||||
_removeItem = _items select 0;
|
||||
[[_target, _removeItem], QUOTE(DFUNC(treatmentTourniquetLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
["Medical_treatmentCompleted", [_caller, _target, _selectionName, _className, true]] call ace_common_fnc_localEvent;
|
||||
[_target, _removeItem] call FUNC(addToTriageCard);
|
||||
[_target, "activity", "STR_ACE_MEDICAL_ACTIVITY_appliedTourniquet", [[_caller] call EFUNC(common,getName)]] call FUNC(addToLog);
|
||||
};
|
||||
_removeItem = _items select 0;
|
||||
[[_target, _removeItem], QUOTE(DFUNC(treatmentTourniquetLocal)), _target] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
["Medical_treatmentCompleted", [_caller, _target, _selectionName, _className, true]] call ace_common_fnc_localEvent;
|
||||
[_target, _removeItem] call FUNC(addToTriageCard);
|
||||
[_target, "activity", "STR_ACE_MEDICAL_ACTIVITY_appliedTourniquet", [[_caller] call EFUNC(common,getName)]] call FUNC(addToLog);
|
||||
|
||||
|
||||
true;
|
||||
|
@ -17,13 +17,14 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_caller", "_target","_selectionName","_className","_config","_callback"];
|
||||
private ["_caller", "_target","_selectionName","_className","_config","_callback", "_usersOfItems"];
|
||||
|
||||
_args = _this select 0;
|
||||
_caller = _args select 0;
|
||||
_target = _args select 1;
|
||||
_selectionName = _args select 2;
|
||||
_className = _args select 3;
|
||||
_usersOfItems = _args select 5;
|
||||
|
||||
if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
|
||||
_caller removeWeapon "ACE_FakePrimaryWeapon";
|
||||
@ -31,7 +32,9 @@ if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
|
||||
[_caller, _caller getvariable [QGVAR(treatmentPrevAnimCaller), ""], 1] call EFUNC(common,doAnimation);
|
||||
_caller setvariable [QGVAR(treatmentPrevAnimCaller), nil];
|
||||
|
||||
// @todo remove item?
|
||||
{
|
||||
(_x select 0) addItem (_x select 1);
|
||||
}foreach _usersOfItems;
|
||||
|
||||
// Record specific callback
|
||||
_config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
|
||||
@ -46,4 +49,4 @@ if (isNil _callback) then {
|
||||
_callback = missionNamespace getvariable _callback;
|
||||
};
|
||||
|
||||
_args call _callback
|
||||
_args call _callback;
|
||||
|
@ -18,7 +18,6 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_caller", "_target","_selectionName","_className","_config","_callback"];
|
||||
|
||||
_args = _this select 0;
|
||||
_caller = _args select 0;
|
||||
_target = _args select 1;
|
||||
@ -31,8 +30,6 @@ if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
|
||||
[_caller, _caller getvariable [QGVAR(treatmentPrevAnimCaller), ""], 1] call EFUNC(common,doAnimation);
|
||||
_caller setvariable [QGVAR(treatmentPrevAnimCaller), nil];
|
||||
|
||||
// @todo remove item
|
||||
|
||||
// Record specific callback
|
||||
_config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
|
||||
if (GVAR(level) >= 2) then {
|
||||
@ -46,4 +43,4 @@ if (isNil _callback) then {
|
||||
_callback = missionNamespace getvariable _callback;
|
||||
};
|
||||
|
||||
_args call _callback
|
||||
_args call _callback;
|
||||
|
@ -26,20 +26,20 @@ if (isnil QGVAR(setting_allowSharedEquipment)) then {
|
||||
|
||||
if (GVAR(setting_allowSharedEquipment) && {[_patient, _item] call EFUNC(common,hasItem)}) exitwith {
|
||||
[[_patient, _item], QUOTE(EFUNC(common,useItem)), _patient] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
true;
|
||||
[true, _patient];
|
||||
};
|
||||
|
||||
if ([_medic, _item] call EFUNC(common,hasItem)) exitwith {
|
||||
[[_medic, _item], QUOTE(EFUNC(common,useItem)), _medic] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
true;
|
||||
[true, _medic];
|
||||
};
|
||||
|
||||
_return = false;
|
||||
_return = [false, objNull];
|
||||
if ([vehicle _medic] call FUNC(isMedicalVehicle) && {vehicle _medic != _medic}) then {
|
||||
_crew = crew vehicle _medic;
|
||||
{
|
||||
if ([_medic, _x] call FUNC(canAccessMedicalEquipment) && {([_x, _item] call EFUNC(common,hasItem))}) exitwith {
|
||||
_return = true;
|
||||
_return = [true, _x];
|
||||
[[_x, _item], QUOTE(EFUNC(common,useItem)), _x] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
|
||||
};
|
||||
}foreach _crew;
|
||||
|
@ -15,21 +15,26 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_medic", "_patient", "_items"];
|
||||
private ["_medic", "_patient", "_items", "_itemUsedInfo", "_itemsUsedBy"];
|
||||
_medic = _this select 0;
|
||||
_patient = _this select 1;
|
||||
_items = _this select 2;
|
||||
|
||||
_itemsUsedBy = [];
|
||||
{
|
||||
// handle a one of type use item
|
||||
if (typeName _x == "ARRAY") then {
|
||||
{
|
||||
if ([_medic, _patient, _x] call FUNC(useItem)) exitwith {};
|
||||
_itemUsedInfo = [_medic, _patient, _x] call FUNC(useItem);
|
||||
if (_itemUsedInfo select 0) exitwith { _itemsUsedBy pushback [(_itemUsedInfo select 1), _x]};
|
||||
}foreach _x;
|
||||
};
|
||||
|
||||
// handle required item
|
||||
if (typeName _x == "STRING") then {
|
||||
[_medic, _patient, _x] call FUNC(useItem);
|
||||
_itemUsedInfo = [_medic, _patient, _x] call FUNC(useItem);
|
||||
if (_itemUsedInfo select 0) exitwith { _itemsUsedBy pushback [(_itemUsedInfo select 1), _x]};
|
||||
};
|
||||
}foreach _items;
|
||||
|
||||
[count _items == count _itemsUsedBy, _itemsUsedBy];
|
||||
|
@ -10,3 +10,5 @@
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
|
||||
#define USE_WOUND_EVENT_SYNC false
|
||||
|
@ -30,6 +30,9 @@
|
||||
<Portuguese>Injetar Morfina</Portuguese>
|
||||
<Italian>Inietta Morfina</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Inject_Atropine">
|
||||
<English>Inject Atropine</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Transfuse_Blood">
|
||||
<English>Transfuse Blood</English>
|
||||
<German>Bluttransfusion</German>
|
||||
@ -42,6 +45,15 @@
|
||||
<Portuguese>Transfundir Sangue</Portuguese>
|
||||
<Italian>Effettua Trasfusione</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Transfuse_Plasma">
|
||||
<English>Transfuse Plasma</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Transfuse_Saline">
|
||||
<English>Transfuse Saline</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Apply_Tourniquet">
|
||||
<English>Apply Tourniquet</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Bandage">
|
||||
<English>Bandage</English>
|
||||
<German>Verbinden</German>
|
||||
@ -150,6 +162,9 @@
|
||||
<Portuguese>Injetando Epinefrina ...</Portuguese>
|
||||
<Italian>Inietto l'epinefrina ...</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Injecting_Atropine">
|
||||
<English>Injecting Atropine ...</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Transfusing_Blood">
|
||||
<English>Transfusing Blood ...</English>
|
||||
<German>Bluttransfusion ...</German>
|
||||
@ -162,6 +177,12 @@
|
||||
<Portuguese>Transfundindo Sangue ...</Portuguese>
|
||||
<Italian>Effettuo la trasfusione ...</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Transfusing_Saline">
|
||||
<English>Transfusing Saline ...</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Transfusing_Plasma">
|
||||
<English>Transfusing Plasma ...</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Bandaging">
|
||||
<English>Bandaging ...</English>
|
||||
<German>Verbinden ...</German>
|
||||
@ -174,6 +195,9 @@
|
||||
<Portuguese>Atando ...</Portuguese>
|
||||
<Russian>Перевязывание....</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Medical_Applying_Tourniquet">
|
||||
<English>Applying Tourniquet ...</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_ACTIONS_Medical">
|
||||
<English>Medical</English>
|
||||
<Czech>Zdravotní</Czech>
|
||||
@ -852,6 +876,12 @@
|
||||
<Key ID="STR_ACE_Medical_UnloadPatient">
|
||||
<English>Unload patient</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_PlaceInBodyBag">
|
||||
<English>Place body in bodybag</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_MEDICAL_PlacingInBodyBag">
|
||||
<English>Placing body in bodybag</English>
|
||||
</Key>
|
||||
</Container>
|
||||
<Container name="Activities">
|
||||
<Key ID="STR_ACE_MEDICAL_ACTIVITY_bandagedPatient">
|
||||
|
@ -78,39 +78,27 @@ 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)";
|
||||
w = "15 * (((safezoneW / safezoneH) min 1.2) / 40)";
|
||||
SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.7)";
|
||||
rowHeight = 0.03;
|
||||
colorBackground[] = {0, 0, 0, 0.2};
|
||||
shadow = 2;
|
||||
colorBackground[] = {0, 0, 0, 0};
|
||||
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};
|
||||
colorSelect[] = {1,1,1,1};
|
||||
colorSelect2[] = {1,1,1,1};
|
||||
colorSelectBackground[] = {0, 0, 0, 0.0};
|
||||
colorSelectBackground2[] = {0.0, 0.0, 0.0, 0.5};
|
||||
colorSelectBackground2[] = {0.0, 0.0, 0.0, 0};
|
||||
};
|
||||
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";
|
||||
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)";
|
||||
|
@ -17,14 +17,16 @@ class CfgWeapons {
|
||||
};
|
||||
|
||||
class launch_Titan_short_base: launch_Titan_base {
|
||||
GVAR(angle) = 40;
|
||||
GVAR(range) = 8;
|
||||
// Titan is a soft-launch launcher
|
||||
GVAR(angle) = 30;
|
||||
GVAR(range) = 2;
|
||||
GVAR(damage) = 0.5;
|
||||
};
|
||||
|
||||
class launch_NLAW_F: Launcher_Base_F {
|
||||
GVAR(angle) = 40;
|
||||
GVAR(range) = 5;
|
||||
// NLAW is a soft-launch launcher
|
||||
GVAR(angle) = 30;
|
||||
GVAR(range) = 2;
|
||||
GVAR(damage) = 0.6;
|
||||
};
|
||||
|
||||
|
@ -53,12 +53,11 @@ if (_distance < _backblastRange) then {
|
||||
_alpha = sqrt (1 - _distance / _backblastRange);
|
||||
_beta = sqrt 0.5;
|
||||
|
||||
_damage = 2 * _alpha * _beta * _backblastDamage;
|
||||
_damage = _alpha * _beta * _backblastDamage;
|
||||
[_damage * 100] call BIS_fnc_bloodEffect;
|
||||
|
||||
// TODO: Sort this interaction with medical
|
||||
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical")) then {
|
||||
[_firer, "HitBody", ([_firer, "", ((_firer getHitPointDamage "HitBody") + _damage), objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
|
||||
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_firer] call EFUNC(medical,hasMedicalEnabled))}) then {
|
||||
[_firer, "HitBody", [_firer, "body", ((_firer getHitPointDamage "HitBody") + _damage), _firer, "backblast"] call EFUNC(medical,handleDamage)] call EFUNC(medical,setHitPointDamage);
|
||||
} else {
|
||||
_firer setDamage (damage _firer + _damage);
|
||||
};
|
||||
|
@ -15,15 +15,18 @@
|
||||
|
||||
EXPLODE_3_PVT(_this,_posASL,_direction,_maxDistance);
|
||||
|
||||
private ["_distance", "_interval", "_line", "_intersections"];
|
||||
private ["_distance", "_interval", "_line", "_intersections", "_terrainIntersect", "_lastTerrainIntersect"];
|
||||
|
||||
_distance = _maxDistance;
|
||||
_interval = _distance;
|
||||
_line = [_posASL, []];
|
||||
_terrainIntersect = false;
|
||||
_lastTerrainIntersect = false;
|
||||
|
||||
while {
|
||||
_interval > 0.1
|
||||
} do {
|
||||
_lastTerrainIntersect = _terrainIntersect;
|
||||
_interval = _interval / 2;
|
||||
|
||||
_line set [1, _posASL vectorAdd (_direction vectorMultiply _distance)];
|
||||
@ -32,9 +35,32 @@ while {
|
||||
_x isKindOf "Static" || {_x isKindOf "AllVehicles"}
|
||||
} count (lineIntersectsWith _line);
|
||||
|
||||
_distance = _distance + ([1, -1] select (_intersections > 0 || {terrainIntersectASL _line})) * _interval;
|
||||
_terrainIntersect = if (_intersections > 0) then {
|
||||
false
|
||||
} else {
|
||||
terrainIntersectASL _line
|
||||
};
|
||||
|
||||
_distance = _distance + ([1, -1] select (_intersections > 0 || _terrainIntersect)) * _interval;
|
||||
|
||||
if (_distance > _maxDistance) exitWith {_distance = 999};
|
||||
};
|
||||
|
||||
if (_distance > _maxDistance) exitWith {_distance};
|
||||
|
||||
// If the intersection was with the terrain, check slope
|
||||
if (_terrainIntersect || _lastTerrainIntersect) exitWith {
|
||||
private ["_slope","_angle"];
|
||||
_slope = surfaceNormal (_posASL vectorAdd (_direction vectorMultiply _distance));
|
||||
// Calculate the angle between the terrain and the back blast direction
|
||||
_angle = 90 - acos (- (_slope vectorDotProduct _direction));
|
||||
|
||||
//systemChat format ["Angle: %1", _angle];
|
||||
// Angles is below 25º, no backblast at all
|
||||
if (_angle < 25) exitWith {_distance = 999};
|
||||
// Angles is below 45º the distance is increased according to the difference
|
||||
if (_angle < 45) exitWith {_distance = _distance * (5 - 4 * sqrt ((_angle - 25)/20))};
|
||||
// Angles above 45º create full backblast
|
||||
};
|
||||
|
||||
_distance
|
||||
|
@ -50,18 +50,13 @@ if (!surfaceIsWater _pos) then {
|
||||
_alpha = sqrt (1 - _distance / _overpressureRange);
|
||||
_beta = sqrt (1 - _angle / _overpressureAngle);
|
||||
|
||||
_damage = 2 * _alpha * _beta * _overpressureDamage;
|
||||
_damage = _alpha * _beta * _overpressureDamage;
|
||||
|
||||
// If the target is the ACE_player
|
||||
if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
|
||||
|
||||
// TODO: Sort this interaction with medical
|
||||
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical")) then {
|
||||
[_x, "HitBody", ([_x, "", (_x getHitPointDamage "HitBody") + _damage, objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
|
||||
_x spawn {
|
||||
sleep 0.5;
|
||||
[_this, "", 0, objNull, objNull] call EFUNC(medical,handleDamage);
|
||||
};
|
||||
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_x] call EFUNC(medical,hasMedicalEnabled))}) then {
|
||||
[_x, "HitBody", [_x, "body", (_x getHitPointDamage "HitBody") + _damage, _firer, "backblast"] call EFUNC(medical,handleDamage)] call EFUNC(medical,setHitPointDamage);
|
||||
} else {
|
||||
_x setDamage (damage _x + _damage);
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user