/* * Author: Glowbal * Checks if a unit is in a designated medical facility * * Arguments: * 0: The Unit * * Return Value: * Is in medical facility * * Example: * [player] call ace_medical_fnc_isInMedicalFacility * * Public: Yes */ #include "script_component.hpp" params ["_unit"]; //Cache the results as this function could be called rapidly (_unit getVariable [QGVAR(cacheInFacility), [-9, false]]) params ["_expireTime", "_lastResult"]; if (CBA_missionTime < _expireTime) exitWith {_lastResult}; private _eyePos = eyePos _unit; private _isInBuilding = false; private _medicalFacility = [ "TK_GUE_WarfareBFieldhHospital_Base_EP1", "TK_GUE_WarfareBFieldhHospital_EP1", "TK_WarfareBFieldhHospital_Base_EP1", "TK_WarfareBFieldhHospital_EP1", "US_WarfareBFieldhHospital_Base_EP1", "US_WarfareBFieldhHospital_EP1", "MASH_EP1", "MASH", "Land_A_Hospital", "CDF_WarfareBFieldhHospital", "GUE_WarfareBFieldhHospital", "INS_WarfareBFieldhHospital", "RU_WarfareBFieldhHospital", "USMC_WarfareBFieldhHospital" ]; private _objects = (lineIntersectsWith [_unit modelToWorldVisual [0, 0, (_eyePos select 2)], _unit modelToWorldVisual [0, 0, (_eyePos select 2) +10], _unit]); { if (((typeOf _x) in _medicalFacility) || (_x getVariable [QGVAR(isMedicalFacility),false])) exitWith { _isInBuilding = true; }; } forEach _objects; if (!_isInBuilding) then { _objects = _unit nearObjects 7.5; { if (((typeOf _x) in _medicalFacility) || (_x getVariable [QGVAR(isMedicalFacility),false])) exitWith { _isInBuilding = true; }; } forEach _objects; }; //Save the results (with a 1 second expiry) _unit setVariable [QGVAR(cacheInFacility), [CBA_missionTime + 1, _isInBuilding]]; _isInBuilding;