/* * Author: KoffeinFlummi, Glowbal * Callback when the treatment is completed * * Arguments: * 0: The medic * 1: The patient * 2: SelectionName * 3: Treatment classname * 4: Items available > * * Return Value: * None * * Example: * [bob, kevin, "selectionname", "classname", ["bandage"]] call ACE_medical_fnc_treatment_success * * Public: No */ #include "script_component.hpp" params ["_args"]; _args params ["_caller", "_target", "_selectionName", "_className", "_items", "_usersOfItems"]; if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then { _caller removeWeapon "ACE_FakePrimaryWeapon"; }; if (vehicle _caller == _caller && {!(_caller call EFUNC(common,isSwimming))}) then { private _lastAnim = _caller getVariable [QGVAR(treatmentPrevAnimCaller), ""]; //Don't play another medic animation (when player is rapidily treating) TRACE_2("Reseting to old animation", animationState player, _lastAnim); switch (toLower _lastAnim) do { case "ainvpknlmstpslaywrfldnon_medic": {_lastAnim = "AmovPknlMstpSrasWrflDnon"}; case "ainvppnemstpslaywrfldnon_medic": {_lastAnim = "AmovPpneMstpSrasWrflDnon"}; case "ainvpknlmstpslaywnondnon_medic": {_lastAnim = "AmovPknlMstpSnonWnonDnon"}; case "ainvppnemstpslaywpstdnon_medic": {_lastAnim = "AinvPpneMstpSlayWpstDnon"}; case "ainvpknlmstpslaywpstdnon_medic": {_lastAnim = "AmovPknlMstpSrasWpstDnon"}; }; [_caller, _lastAnim, 2] call EFUNC(common,doAnimation); }; _caller setVariable [QGVAR(treatmentPrevAnimCaller), nil]; private _weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnTreatment), []]); if ((_weaponSelect params [["_previousWeapon", ""]]) && {(_previousWeapon != "") && {_previousWeapon in (weapons _caller)}}) then { for "_index" from 0 to 299 do { _caller action ["SwitchWeapon", _caller, _caller, _index]; //Just check weapon, muzzle and mode (ignore ammo in case they were reloading) if (((weaponState _caller) select [0,3]) isEqualTo (_weaponSelect select [0,3])) exitWith {TRACE_1("Restoring", (weaponState _caller));}; if ((weaponState _caller) isEqualTo ["","","","",0]) exitWith {ERROR("weaponState not found");}; }; } else { _caller action ["SwitchWeapon", _caller, _caller, 299]; }; // Record specific callback private _config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className); if (GVAR(level) >= 2) then { _config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className); }; private _callback = getText (_config >> "callbackSuccess"); if (isNil _callback) then { _callback = compile _callback; } else { _callback = missionNamespace getVariable _callback; }; if (!(_callback isEqualType {})) then {_callback = {TRACE_1("callback was NOT code",_callback)};}; //Get current blood loose on limb (for "bloody" litter) private _bloodLossOnSelection = 0; private _partNumber = ([_selectionName] call FUNC(selectionNameToNumber)) max 0; // Add all bleeding from wounds on selection private _openWounds = _target getvariable [QGVAR(openWounds), []]; { _x params ["", "", "_selectionX", "_amountOf", "_percentageOpen"]; if (_selectionX == _partNumber) then { _bloodLossOnSelection = _bloodLossOnSelection + (_amountOf * _percentageOpen); }; } forEach _openWounds; TRACE_1("advanced",_bloodLossOnSelection); _args call _callback; _args pushBack _bloodLossOnSelection; _args call FUNC(createLitter); //If we're not already tracking vitals, start: if (!(_target getVariable [QGVAR(addedToUnitLoop),false])) then { [_target] call FUNC(addVitalLoop); }; ["ace_treatmentSucceded", [_caller, _target, _selectionName, _className]] call CBA_fnc_localEvent;