/* * Author: KoffeinFlummi, Glowbal * Callback when the treatment is completed * * Arguments: * 0: The medic * 1: The patient * 2: SelectionName * 3: Treatment classname * 4: Items available > * * Return Value: * nil * * Public: No */ #include "script_component.hpp" private ["_args", "_caller", "_target","_selectionName","_className","_config","_callback", "_weaponSelect", "_lastAnim"]; _args = _this select 0; _caller = _args select 0; _target = _args select 1; _selectionName = _args select 2; _className = _args select 3; if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then { _caller removeWeapon "ACE_FakePrimaryWeapon"; }; if (vehicle _caller == _caller) then { _lastAnim = _caller getvariable [QGVAR(treatmentPrevAnimCaller), ""]; //Don't play another medic animation (when player is rapidily treating) TRACE_2("Reseting to old animation", animationState player, _lastAnim); switch (true) do { case (_lastAnim == "AinvPknlMstpSlayWrflDnon_medic"): {_lastAnim = "AmovPknlMstpSrasWrflDnon"}; case (_lastAnim == "AinvPpneMstpSlayWrflDnon_medic"): {_lastAnim = "AmovPpneMstpSrasWrflDnon"}; case (_lastAnim == "AinvPknlMstpSlayWnonDnon_medic"): {_lastAnim = "AmovPknlMstpSnonWnonDnon"}; case (_lastAnim == "AinvPpneMstpSlayWpstDnon_medic"): {_lastAnim = "AinvPpneMstpSlayWpstDnon"}; case (_lastAnim == "AinvPknlMstpSlayWpstDnon_medic"): {_lastAnim = "AmovPknlMstpSrasWpstDnon"}; }; [_caller, _lastAnim, 1] call EFUNC(common,doAnimation); }; _caller setvariable [QGVAR(treatmentPrevAnimCaller), nil]; _weaponSelect = (_caller getvariable [QGVAR(selectedWeaponOnTreatment), []]); if ((_weaponSelect params [["_previousWeapon", ""]]) && {(_previousWeapon != "") && {_previousWeapon in (weapons _caller)}}) then { for "_index" from 0 to 99 do { _caller action ["SwitchWeapon", _caller, _caller, _index]; //Just check weapon, muzzle and mode (ignore ammo in case they were reloading) if (((weaponState _caller) select [0,3]) isEqualTo (_weaponSelect select [0,3])) exitWith {TRACE_1("Restoring", (weaponState _caller));}; if ((weaponState _caller) isEqualTo ["","","","",0]) exitWith {ERROR("weaponState not found");}; }; } else { _caller action ["SwitchWeapon", _caller, _caller, 99]; }; // Record specific callback _config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className); if (GVAR(level) >= 2) then { _config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className); }; _callback = getText (_config >> "callbackSuccess"); if (isNil _callback) then { _callback = compile _callback; } else { _callback = missionNamespace getvariable _callback; }; //Get current damage before treatment (for litter) _previousDamage = switch (toLower _selectionName) do { case ("head"): {_target getHitPointDamage "HitHead"}; case ("body"): {_target getHitPointDamage "HitBody"}; case ("hand_l"): {_target getHitPointDamage "HitLeftArm"}; case ("hand_r"): {_target getHitPointDamage "HitRightArm"}; case ("leg_l"): {_target getHitPointDamage "HitLeftLeg"}; case ("leg_r"): {_target getHitPointDamage "HitRightLeg"}; default {damage _target}; }; _args call _callback; _args pushBack _previousDamage; _args call FUNC(createLitter); //If we're not already tracking vitals, start: if (!(_target getvariable [QGVAR(addedToUnitLoop),false])) then { [_target] call FUNC(addToInjuredCollection); };