/* * Author: Glowbal, KoffeinFlummi * Starts the treatment process * * Arguments: * 0: The medic * 1: The patient * 2: SelectionName * 3: Treatment classname * * Return Value: * Succesful treatment started * * Public: Yes */ #include "script_component.hpp" private ["_caller", "_target", "_selectionName", "_className", "_config", "_availableLevels", "_medicRequired", "_items", "_locations", "_return", "_callbackSuccess", "_callbackFailure", "_callbackProgress", "_treatmentTime", "_callerAnim", "_patientAnim", "_iconDisplayed", "_return"]; _caller = _this select 0; _target = _this select 1; _selectionName = _this select 2; _className = _this select 3; if !(_target isKindOf "CAManBase") exitWith {false}; _config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className); if (GVAR(level) >= 2) then { _config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className); }; if !(isClass _config) exitwith {false}; // Check for required class _medicRequired = getNumber (_config >> "requiredMedic"); if !([_caller, _medicRequired] call FUNC(isMedic)) exitwith {false}; // Check item _items = getArray (_config >> "items"); if (count _items > 0 && {!([_caller, _target, _items] call FUNC(hasItems))}) exitwith {false}; // Check allowed locations _locations = getArray (_config >> "treatmentLocations"); _return = false; if ("All" in _locations) then { _return = true; } else { { if (_x == "field") exitwith {_return = true;}; if (_x == "MedicalFacility" && {([_caller] call FUNC(isInMedicalFacility)) || ([_target] call FUNC(isInMedicalFacility))}) exitwith {_return = true;}; if (_x == "MedicalVehicle" && {([vehicle _caller] call FUNC(isMedicalVehicle)) || ([vehicle _target] call FUNC(isMedicalVehicle))}) exitwith {_return = true;}; }foreach _locations; }; if (_return) then { _condition = getText (_config >> "condition"); if (_condition != "") then { if (isnil _condition) then { _condition = compile _condition; } else { _condition = missionNamespace getvariable _condition; }; if (typeName _condition == "BOOL") then { _return = _condition; } else { _return = [_caller, _target, _selectionName, _className] call _condition; }; }; }; if !(_return) exitwith {false}; // Parse the config for the progress callback _callbackProgress = getText (_config >> "callbackProgress"); if (_callbackProgress == "") then { _callbackProgress = "true"; }; if (isNil _callbackProgress) then { _callbackProgress = compile _callbackProgress; } else { _callbackProgress = missionNamespace getvariable _callbackProgress; }; // Patient Animation _patientAnim = getText (_confg >> "animationPatient"); if (_caller != _target && {vehicle _target == _target} && {_patientAnim != ""}) then { [_target, _patientAnim] call EFUNC(common,doAnimation); }; // Player Animation _callerAnim = [getText (_config >> "animationCaller"), getText (_config >> "animationCallerProne")] select (stance _caller == "PRONE"); if (_caller == _target) then { _callerAnim = [getText (_config >> "animationCallerSelf"), getText (_config >> "animationCallerSelfProne")] select (stance _caller == "PRONE"); }; _wpn = ["non", "rfl", "pst"] select (["", primaryWeapon _caller, handgunWeapon _caller] find (currentWeapon _caller)); _callerAnim = [_callerAnim, "[wpn]", _wpn] call CBA_fnc_replace; if (vehicle _caller == _caller && {_callerAnim != ""}) then { if (primaryWeapon _caller == "") then { _caller addWeapon "ACE_FakePrimaryWeapon"; }; _caller selectWeapon (primaryWeapon _caller); _caller setvariable [QGVAR(treatmentPrevAnimCaller), animationState _caller]; [_caller, _callerAnim] call EFUNC(common,doAnimation); }; // Start treatment _treatmentTime = getNumber (_config >> "treatmentTime"); [ _treatmentTime, [_caller, _target, _selectionName, _className, _items], DFUNC(treatment_success), DFUNC(treatment_failure), getText (_config >> "displayNameProgress"), _callbackProgress ] call EFUNC(common,progressBar); // Display Icon _iconDisplayed = getText (_config >> "actionIconPath"); if (_iconDisplayed != "") then { [QGVAR(treatmentActionIcon), true, _iconDisplayed, [1,1,1,1], getNumber(_config >> "actionIconDisplayTime")] call EFUNC(common,displayIcon); }; // handle display of text/hints _displayText = ""; if (_target != _caller) then { _displayText = getText(_config >> "displayTextOther"); } else { _displayText = getText(_config >> "displayTextSelf"); }; if (_displayText != "") then { ["displayTextStructured", [_caller], [[_displayText, [_caller] call EFUNC(common,getName), [_target] call EFUNC(common,getName)], 1.5, _caller]] call EFUNC(common,targetEvent); }; true;