#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 * 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 ["", "_patient"]; private _stitchableWounds = _patient call FUNC(getStitchableWounds); // Stop treatment if there are no wounds that can be stitched remaining if (_stitchableWounds isEqualTo []) exitWith {false}; // Not enough time has elapsed to stitch a wound if (_totalTime - _elapsedTime > (count _stitchableWounds - 1) * GVAR(woundStitchTime)) exitWith {true}; private _bandagedWounds = GET_BANDAGED_WOUNDS(_patient); private _stitchedWounds = GET_STITCHED_WOUNDS(_patient); // Remove the first stitchable wound from the bandaged wounds private _treatedWound = _bandagedWounds deleteAt (_bandagedWounds find (_stitchableWounds select 0)); _treatedWound params ["_treatedID", "_treatedBodyPartN", "_treatedAmountOf", "", "_treatedDamageOf"]; // Check if we need to add a new stitched wound or increase the amount of an existing one private _woundIndex = _stitchedWounds findIf { _x params ["_classID", "_bodyPartN"]; _classID == _treatedID && {_bodyPartN == _treatedBodyPartN} }; if (_woundIndex == -1) then { _stitchedWounds pushBack _treatedWound; } else { private _wound = _stitchedWounds select _woundIndex; _wound set [2, (_wound select 2) + _treatedAmountOf]; }; if (GVAR(clearTrauma) == 1) then { TRACE_2("clearTrauma - clearing trauma after stitching",_partIndex,_treatedWound); private _bodyPartDamage = _patient getVariable [QEGVAR(medical,bodyPartDamage), []]; _bodyPartDamage set [_treatedBodyPartN, (_bodyPartDamage select _treatedBodyPartN) - _treatedDamageOf]; _patient setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true]; TRACE_2("clearTrauma - healed damage",_partIndex,_treatedDamageOf); switch (_treatedBodyPartN) do { case 0: { [_patient, true, false, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); }; case 1: { [_patient, false, true, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); }; case 2; case 3: { [_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]} && {_treatedBodyPartN > 3}) then { TRACE_3("Updating damage effects",_patient,_treatedBodyPartN,local _patient); [QEGVAR(medical_engine,updateDamageEffects), _patient, _patient] call CBA_fnc_targetEvent; }; true