#include "script_component.hpp" /* * Author: BaerMitUmlaut * Plays the corresponding treatment animation. * * Arguments: * 0: Unit * 1: Is bandage * 2: Is self treatment * * Return Value: * None * * Example: * [bob, true, true] call ACE_medical_ai_fnc_playTreatmentAnim * * Public: No */ params ["_unit", "_isBandage", "_isSelfTreatment"]; if (vehicle _unit != _unit) exitWith {}; private _animConfig = if (_isBandage) then { configFile >> "ACE_Medical_Actions" >> "Basic" >> "Bandage"; } else { configFile >> "ACE_Medical_Actions" >> "Basic" >> "Morphine"; }; private _configProperty = "animationCaller"; if (_isSelfTreatment) then { _configProperty = _configProperty + "Self"; }; if (stance _unit == "PRONE") then { _configProperty = _configProperty + "Prone"; }; private _anim = getText (_animConfig >> _configProperty); private _wpn = switch (true) do { case ((currentWeapon _unit) == ""): {"non"}; case ((currentWeapon _unit) == (primaryWeapon _unit)): {"rfl"}; case ((currentWeapon _unit) == (handgunWeapon _unit)): {"pst"}; default {"non"}; }; _anim = [_anim, "[wpn]", _wpn] call CBA_fnc_replace; [_unit, _anim] call EFUNC(common,doAnimation);