#include "..\script_component.hpp" /* * Author: BaerMitUmlaut, mharis001 * Handles the surgical kit treatment by periodically closing bandaged wounds. * * Arguments: * 0: Arguments * 0: Medic (not used) * 1: Patient * 2: Body Part * 1: Elapsed Time * 2: Total Time * * Return Value: * Continue Treatment * * Example: * [[objNull, player], 5, 10] call ace_medical_treatment_fnc_surgicalKitProgress * * Public: No */ params ["_args", "_elapsedTime", "_totalTime"]; _args params ["_medic", "_patient", "_bodyPart"]; private _bandagedWounds = GET_BANDAGED_WOUNDS(_patient); private _bandagedWoundsOnPart = _bandagedWounds get _bodyPart; // Stop treatment if there are no wounds that can be stitched remaining if (_bandagedWoundsOnPart isEqualTo []) exitWith {false}; // Not enough time has elapsed to stitch a wound if (_totalTime - _elapsedTime > ([_patient, _patient, _bodyPart] call FUNC(getStitchTime)) - GVAR(woundStitchTime)) exitWith {true}; // Remove the first stitchable wound from the bandaged wounds private _treatedWound = _bandagedWoundsOnPart deleteAt (count _bandagedWoundsOnPart - 1); _treatedWound params ["_treatedID", "_treatedAmountOf", "", "_treatedDamageOf"]; // Check if we need to add a new stitched wound or increase the amount of an existing one private _stitchedWounds = GET_STITCHED_WOUNDS(_patient); private _stitchedWoundsOnPart = _stitchedWounds getOrDefault [_bodyPart, [], true]; private _woundIndex = _stitchedWoundsOnPart findIf { _x params ["_classID"]; _classID == _treatedID }; if (_woundIndex == -1) then { _stitchedWoundsOnPart pushBack _treatedWound; } else { private _wound = _stitchedWoundsOnPart select _woundIndex; _wound set [1, (_wound select 1) + _treatedAmountOf]; }; if (GVAR(clearTrauma) == 1) then { private _partIndex = ALL_BODY_PARTS find _bodyPart; TRACE_2("clearTrauma - clearing trauma after stitching",_bodyPart,_treatedWound); private _bodyPartDamage = _patient getVariable [QEGVAR(medical,bodyPartDamage), []]; _bodyPartDamage set [_partIndex, (_bodyPartDamage select _partIndex) - (_treatedDamageOf * _treatedAmountOf)]; _patient setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true]; TRACE_2("clearTrauma - healed damage",_bodyPart,_treatedDamageOf); switch (_bodyPart) do { case "head": { [_patient, true, false, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); }; case "body": { [_patient, false, true, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); }; case "leftarm"; case "rightarm": { [_patient, false, false, true, false] call EFUNC(medical_engine,updateBodyPartVisuals); }; default { [_patient, false, false, false, true] call EFUNC(medical_engine,updateBodyPartVisuals); }; }; }; _patient setVariable [VAR_BANDAGED_WOUNDS, _bandagedWounds, true]; _patient setVariable [VAR_STITCHED_WOUNDS, _stitchedWounds, true]; // Check if we fixed limping by stitching this wound (only for leg wounds) if ( EGVAR(medical,limping) == 2 && {_patient getVariable [QEGVAR(medical,isLimping), false]} && {_bodyPart in ["leftleg", "rightleg"]} ) then { TRACE_3("Updating damage effects",_patient,_bodyPart,local _patient); [QEGVAR(medical_engine,updateDamageEffects), _patient, _patient] call CBA_fnc_targetEvent; }; // Consume a suture for the next wound if one exists, stop stitching if none are left if (GVAR(consumeSurgicalKit) == 2 && {_bandagedWoundsOnPart isNotEqualTo []}) then { ([_medic, _patient, ["ACE_suture"]] call FUNC(useItem)) params ["_user"]; !isNull _user } else { true }