/** * fn_handleHeal.sqf * @Descr: N/A * @Author: Glowbal * * @Arguments: [] * @Return: * @PublicAPI: false */ #include "script_component.hpp" private ["_unit",'_healer']; _unit = _this select 0; _healer = _this select 1; if (!(isPlayer _healer) && GVAR(setting_allowAIFullHeal) && !([_unit] call EFUNC(common,isUnconscious))) then { [_unit, QGVAR(openWounds),[[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]]] call EFUNC(common,setDefinedVariable); [_unit, QGVAR(bandagedWounds),[[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]]] call EFUNC(common,setDefinedVariable); if (_unit != _healer) then { [_unit,"STR_ACE_BANDAGED","STR_ACE_IS_BANDAGING_YOU", 0, [[_healer] call EFUNC(common,getName)]] call EFUNC(gui,sendDisplayMessageTo); }; [_unit,"treatment",format["%1 has patched up the patient",[_healer] call EFUNC(common,getName)]] call FUNC(addActivityToLog); ["Medical_onHandleHeal", _this] call ace_common_fnc_localEvent; }; true;