#include "script_component.hpp" params ["_unit", "_stateName", "_lastTime"]; // If the unit died the loop is finished if (!alive _unit) exitWith {}; // If locality changed, broadcast the last medical state and finish the local loop if (!local _unit) exitWith { if (GVAR(level) >= 2) then { _unit setVariable [QGVAR(heartRate), _unit getVariable [QGVAR(heartRate), 80], true]; _unit setVariable [QGVAR(bloodPressure), _unit getVariable [QGVAR(bloodPressure), [80, 120]], true]; }; _unit setVariable [QGVAR(bloodVolume), _unit getVariable [QGVAR(bloodVolume), DEFAULT_BLOOD_VOLUME], true]; }; private _startTime = _unit getVariable [QGVAR(reviveStartTime), 0]; // If we are in revive state in a blown up vehicle, try to unload so that people can access the body if ((alive _unit) && {(vehicle _unit) != _unit} && {!alive (vehicle _unit)}) then { TRACE_2("Unloading", _unit, vehicle _unit); [_unit] call EFUNC(common,unloadPerson); }; // Revive timer ran out if (GVAR(maxReviveTime) > 0 && {CBA_missionTime - _startTime > GVAR(maxReviveTime)}) exitWith { [_unit, "ReviveTimer", []] call FUNC(stateEvent); _unit setVariable [QGVAR(inReviveState), nil, true]; _unit setVariable [QGVAR(reviveStartTime), nil]; }; // If the unit was taken out from revive state, exit the loop if !(_unit getVariable [QGVAR(inReviveState), false]) exitWith { // Revived without dieing, so in case we have lifes, remove one. if (GVAR(amountOfReviveLives) > 0) then { _lifesLeft = _unit getVariable [QGVAR(amountOfReviveLives), GVAR(amountOfReviveLives)]; _unit setVariable [QGVAR(amountOfReviveLives), _lifesLeft - 1, true]; }; _unit setVariable [QGVAR(reviveStartTime), nil]; }; // Remove heartbeat if (GVAR(level) >= 2) then { if (_unit getVariable [QGVAR(heartRate), 60] > 0) then { _unit setVariable [QGVAR(heartRate), 0]; }; }; [_unit, CBA_missionTime - _lastTime] call FUNC(handleUnitVitals); private _pain = _unit getVariable [QGVAR(pain), 0]; if (_pain > (_unit getVariable [QGVAR(painSuppress), 0])) then { [_unit, "moan", PAIN_TO_MOAN(_pain)] call EFUNC(medical_engine,playInjuredSound); };