#include "..\script_component.hpp" /* * Author: Glowbal, KoffeinFlummi, mharis001 * Starts the treatment process. * * Arguments: * 0: Medic * 1: Patient * 2: Body Part * 3: Treatment * * Return Value: * Treatment Started * * Example: * [player, cursorObject, "Head", "BasicBandage"] call ace_medical_treatment_fnc_treatment * * Public: No */ params ["_medic", "_patient", "_bodyPart", "_classname"]; // Delay by a frame if cursor menu is open to prevent progress bar failing if (uiNamespace getVariable [QEGVAR(interact_menu,cursorMenuOpened), false]) exitWith { [FUNC(treatment), _this] call CBA_fnc_execNextFrame; }; if !(_this call FUNC(canTreat)) exitWith {false}; private _config = configFile >> QGVAR(actions) >> _classname; // Get treatment time from config, exit if treatment time is zero private _treatmentTime = if (isText (_config >> "treatmentTime")) then { GET_FUNCTION(_treatmentTime,_config >> "treatmentTime"); if (_treatmentTime isEqualType {}) then { _treatmentTime = call _treatmentTime; }; _treatmentTime } else { getNumber (_config >> "treatmentTime"); }; if (_treatmentTime == 0) exitWith {false}; // Consume one of the treatment items if needed // Store item user so that used item can be returned on failure private _userAndItem = if (GET_NUMBER_ENTRY(_config >> "consumeItem") == 1) then { [_medic, _patient, getArray (_config >> "items")] call FUNC(useItem); } else { [objNull, ""]; // Treatment does not require items to be consumed }; _userAndItem params ["_itemUser", "_usedItem", "_createLitter"]; private _isInZeus = !isNull findDisplay 312; if (_medic isNotEqualTo player || {!_isInZeus}) then { // Get treatment animation for the medic private _medicAnim = if (_medic isEqualTo _patient) then { getText (_config >> ["animationMedicSelf", "animationMedicSelfProne"] select (stance _medic == "PRONE")); } else { getText (_config >> ["animationMedic", "animationMedicProne"] select (stance _medic == "PRONE")); }; _medic setVariable [QGVAR(selectedWeaponOnTreatment), weaponState _medic]; // Adjust animation based on the current weapon of the medic private _wpn = ["non", "rfl", "lnr", "pst"] param [["", primaryWeapon _medic, secondaryWeapon _medic, handgunWeapon _medic] find currentWeapon _medic, "non"]; _medicAnim = [_medicAnim, "[wpn]", _wpn] call CBA_fnc_replace; // This animation is missing, use alternative if (_medicAnim == "AinvPknlMstpSlayWlnrDnon_medic") then { _medicAnim = "AinvPknlMstpSlayWlnrDnon_medicOther"; }; // Determine the animation length private _animDuration = GVAR(animDurations) getVariable _medicAnim; if (isNil "_animDuration") then { WARNING_2("animation [%1] for [%2] has no duration defined",_medicAnim,_classname); _animDuration = 10; }; // These animations have transitions that take a bit longer... if (weaponLowered _medic) then { _animDuration = _animDuration + 0.5; // Fix problems with lowered weapon transitions by raising the weapon first if (currentWeapon _medic != "" && {_medicAnim != ""}) then { _medic action ["WeaponInHand", _medic]; }; }; if (binocular _medic != "" && {binocular _medic == currentWeapon _medic}) then { _animDuration = _animDuration + 1; }; // Play treatment animation for medic and determine the ending animation if (vehicle _medic == _medic && {_medicAnim != ""}) then { // Speed up animation based on treatment time (but cap max to prevent odd animiations/cam shake) private _animRatio = _animDuration / _treatmentTime; TRACE_3("setAnimSpeedCoef",_animRatio,_animDuration,_treatmentTime); // Don't slow down animation too much to prevent it looking funny. if (_animRatio < ANIMATION_SPEED_MIN_COEFFICIENT) then { _animRatio = ANIMATION_SPEED_MIN_COEFFICIENT; }; // Skip animation enitrely if progress bar too quick. if (_animRatio > ANIMATION_SPEED_MAX_COEFFICIENT) exitWith {}; [QEGVAR(common,setAnimSpeedCoef), [_medic, _animRatio]] call CBA_fnc_globalEvent; // Play animation private _endInAnim = "AmovP[pos]MstpS[stn]W[wpn]Dnon"; private _pos = ["knl", "pne"] select (stance _medic == "PRONE"); private _stn = "non"; if (_wpn != "non") then { _stn = ["ras", "low"] select (weaponLowered _medic); }; _endInAnim = [_endInAnim, "[pos]", _pos] call CBA_fnc_replace; _endInAnim = [_endInAnim, "[stn]", _stn] call CBA_fnc_replace; _endInAnim = [_endInAnim, "[wpn]", _wpn] call CBA_fnc_replace; [_medic, _medicAnim] call EFUNC(common,doAnimation); [_medic, _endInAnim] call EFUNC(common,doAnimation); _medic setVariable [QGVAR(endInAnim), _endInAnim]; if (!isNil QEGVAR(advanced_fatigue,setAnimExclusions)) then { EGVAR(advanced_fatigue,setAnimExclusions) pushBack QUOTE(ADDON); }; }; // Play a random treatment sound globally if defined private _soundsConfig = _config >> "sounds"; if (isArray _soundsConfig) then { (selectRandom (getArray _soundsConfig)) params ["_file", ["_volume", 1], ["_pitch", 1], ["_distance", 10]]; playSound3D [_file, objNull, false, getPosASL _medic, _volume, _pitch, _distance]; }; }; if (_isInZeus) then { _treatmentTime = _treatmentTime * GVAR(treatmentTimeCoeffZeus); }; GET_FUNCTION(_callbackStart,_config >> "callbackStart"); GET_FUNCTION(_callbackProgress,_config >> "callbackProgress"); if (_callbackProgress isEqualTo {}) then { _callbackProgress = {true}; }; [_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem] call _callbackStart; ["ace_treatmentStarted", [_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem]] call CBA_fnc_localEvent; [ _treatmentTime, [_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem, _createLitter], FUNC(treatmentSuccess), FUNC(treatmentFailure), getText (_config >> "displayNameProgress"), _callbackProgress, ["isNotInside", "isNotSwimming", "isNotInZeus"] ] call EFUNC(common,progressBar); true