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Fix some efuncs
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@ -48,10 +48,10 @@ if (!alive _unit) exitWith {
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// In case the unit is no longer in an unconscious state, we are going to check if we can already reset the animation
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if !(_unit getVariable ["ACE_isUnconscious",false]) exitWith {
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TRACE_7("ACE_DEBUG_Unconscious_PFH",_unit, _args, [_unit] call FUNC(isBeingCarried), [_unit] call FUNC(isBeingDragged), _idPFH, _unit getVariable QGVAR(unconsciousArguments),animationState _unit);
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TRACE_7("ACE_DEBUG_Unconscious_PFH",_unit, _args, [_unit] call EFUNC(medical_treatment,isBeingCarried), [_unit] call EFUNC(medical_treatment,isBeingDragged), _idPFH, _unit getVariable QGVAR(unconsciousArguments),animationState _unit);
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// TODO, handle this with carry instead, so we can remove the PFH here.
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// Wait until the unit isn't being carried anymore, so we won't end up with wierd animations
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if !(([_unit] call FUNC(isBeingCarried)) || ([_unit] call FUNC(isBeingDragged))) then {
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if !(([_unit] call EFUNC(medical_treatment,isBeingCarried)) || ([_unit] call EFUNC(medical_treatment,isBeingDragged))) then {
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if ("ACE_FakePrimaryWeapon" in (weapons _unit)) then {
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TRACE_1("Removing fake weapon [on wakeup]",_unit);
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_unit removeWeapon "ACE_FakePrimaryWeapon";
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@ -26,8 +26,8 @@ private _fnc_compileActionsLevel = {
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if (isClass _x) then {
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private _displayName = getText (_x >> "displayName");
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private _category = getText (_x >> "category");
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private _condition = format[QUOTE([ARR_4(ACE_player, GVAR(INTERACTION_TARGET), EGVAR(medical,SELECTIONS) select GVAR(selectedBodyPart), '%1')] call DEFUNC(medical,canTreatCached)), configName _x];
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private _statement = format[QUOTE([ARR_4(ACE_player, GVAR(INTERACTION_TARGET), EGVAR(medical,SELECTIONS) select GVAR(selectedBodyPart), '%1')] call DEFUNC(medical,treatment)), configName _x];
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private _condition = format[QUOTE([ARR_4(ACE_player, GVAR(INTERACTION_TARGET), EGVAR(medical,SELECTIONS) select GVAR(selectedBodyPart), '%1')] call DEFUNC(medical_treatment,canTreatCached)), configName _x];
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private _statement = format[QUOTE([ARR_4(ACE_player, GVAR(INTERACTION_TARGET), EGVAR(medical,SELECTIONS) select GVAR(selectedBodyPart), '%1')] call DEFUNC(medical_treatment,treatment)), configName _x];
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_actions pushBack [_displayName, _category, compile _condition, compile _statement];
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};
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nil
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@ -153,6 +153,6 @@ if ((EGVAR(medical,level) >= 2) && {([_target] call EFUNC(medical,hasMedicalEnab
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[_display, _target getVariable [QEGVAR(medical,logFile_activity_view), []]] call FUNC(updateActivityLog);
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[_display, _target getVariable [QEGVAR(medical,logFile_quick_view), []]] call FUNC(updateQuickViewLog);
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private _triageStatus = [_target] call EFUNC(medical,getTriageStatus);
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private _triageStatus = [_target] call EFUNC(medical_treatment,getTriageStatus);
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(_display displayCtrl 2000) ctrlSetText (_triageStatus select 0);
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(_display displayCtrl 2000) ctrlSetBackgroundColor (_triageStatus select 2);
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@ -73,8 +73,8 @@ if (_patientStateCondition == 1 && {!([_target] call FUNC(isInStableCondition))}
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private _locations = getArray (_config >> "treatmentLocations");
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if ("All" in _locations) exitwith { true };
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private _medFacility = {([_caller] call FUNC(isInMedicalFacility)) || ([_target] call FUNC(isInMedicalFacility))};
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private _medVeh = {([_caller] call FUNC(isInMedicalVehicle)) || ([_target] call FUNC(isInMedicalVehicle))};
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private _medFacility = {([_caller] call EFUNC(medical,isInMedicalFacility)) || ([_target] call EFUNC(medical,isInMedicalFacility))};
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private _medVeh = {([_caller] call EFUNC(medical,isInMedicalVehicle)) || ([_target] call EFUNC(medical,isInMedicalVehicle))};
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{
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if (_x == "field") exitwith {_return = true;};
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@ -29,7 +29,7 @@ if ([_medic, _item] call EFUNC(common,hasItem)) exitWith {
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};
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private _return = false;
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if ((vehicle _medic != _medic) && {[vehicle _medic] call FUNC(isMedicalVehicle)}) then {
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if ((vehicle _medic != _medic) && {[vehicle _medic] call EFUNC(medical,isMedicalVehicle)}) then {
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private _crew = crew vehicle _medic;
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{
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if ([_medic, _x] call FUNC(canAccessMedicalEquipment) && {([_x, _item] call EFUNC(common,hasItem))}) exitWith {
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@ -85,8 +85,8 @@ private _locations = getArray (_config >> "treatmentLocations");
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if ("All" in _locations) then {
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_return = true;
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} else {
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private _medFacility = {([_caller] call FUNC(isInMedicalFacility)) || ([_target] call FUNC(isInMedicalFacility))};
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private _medVeh = {([_caller] call FUNC(isInMedicalVehicle)) || ([_target] call FUNC(isInMedicalVehicle))};
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private _medFacility = {([_caller] call EFUNC(medical,isInMedicalFacility)) || ([_target] call EFUNC(medical,isInMedicalFacility))};
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private _medVeh = {([_caller] call EFUNC(medical,isInMedicalVehicle)) || ([_target] call EFUNC(medical,isInMedicalVehicle))};
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{
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if (_x == "field") exitwith {_return = true;};
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@ -17,7 +17,7 @@
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params ["_caller", "_target","_className"];
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[_target, false] call FUNC(setUnconscious);
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[_target, false] call EFUNC(medical,setUnconscious);
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if (_target getVariable [QEGVAR(medical,inReviveState), false]) then {
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_target setVariable [QEGVAR(medical,inReviveState), nil, true];
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@ -67,7 +67,7 @@ if (!(_callback isEqualType {})) then {_callback = {TRACE_1("callback was NOT co
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//Get current blood loose on limb (for "bloody" litter)
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private _bloodLossOnSelection = 0;
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private _partNumber = ([_selectionName] call FUNC(selectionNameToNumber)) max 0;
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private _partNumber = ([_selectionName] call EFUNC(medical,selectionNameToNumber)) max 0;
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// Add all bleeding from wounds on selection
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private _openWounds = _target getvariable [QGVAR(openWounds), []];
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@ -41,7 +41,7 @@ if ([_medic, _item] call EFUNC(common,hasItem)) exitWith {
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};
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private _return = [false, objNull];
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if ([vehicle _medic] call FUNC(isMedicalVehicle) && {vehicle _medic != _medic}) then {
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if ([vehicle _medic] call EFUNC(medical,isMedicalVehicle) && {vehicle _medic != _medic}) then {
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private _crew = crew vehicle _medic;
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{
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if ([_medic, _x] call FUNC(canAccessMedicalEquipment) && {([_x, _item] call EFUNC(common,hasItem))}) exitWith {
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