/* * Author: SilentSpike, Glowbal * Assigns a medic role from the medical module to a unit * * Arguments: * 0: The module logic * 1: Synchronized units * 2: Activated * * Return Value: * None * * Public: No */ #include "script_component.hpp" params ["_logic", "_units", "_activated"]; private ["_mouseOver", "_unit"]; if !(_activated && local _logic) exitWith {}; if !(["ACE_Medical"] call EFUNC(common,isModLoaded)) then { [LSTRING(RequiresAddon)] call EFUNC(common,displayTextStructured); } else { _mouseOver = GETMVAR(bis_fnc_curatorObjectPlaced_mouseOver,[""]); if ((_mouseOver select 0) != "OBJECT") then { [LSTRING(NothingSelected)] call EFUNC(common,displayTextStructured); } else { _unit = (_mouseOver select 1); if (_unit isKindOf "Man" || {!(_unit isKindOf "Building")}) then { [LSTRING(OnlyStructures)] call EFUNC(common,displayTextStructured); } else { if !(alive _unit) then { [LSTRING(OnlyAlive)] call EFUNC(common,displayTextStructured); } else { if (GETVAR(_unit,EGVAR(captives,isHandcuffed),false)) then { [LSTRING(OnlyNonCaptive)] call EFUNC(common,displayTextStructured); } else { if (!(GETVAR(_unit,EGVAR(medical,isMedicalFacility),false))) then { _unit setVariable [QEGVAR(medical,isMedicalFacility), true, true]; }; }; }; }; }; }; deleteVehicle _logic;