/** * fnc_handleTreatmentCompleted.sqf * @Descr: Called when a treatment action has been completed. * @Author: Glowbal * * @Arguments: [] * @Return: * @PublicAPI: false */ #include "script_component.hpp" private ["_caller", "_target","_selectionName","_removeItem"]; _caller = _this select 0; _target = _this select 1; _selectionName = _this select 2; _removeItem = _this select 3; if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then { _caller removeWeapon "ACE_FakePrimaryWeapon"; }; [_caller,false] call FUNC(treatmentMutex); // TODO: BUG: if AI finishes treatment, it will also hide the icon for the player [QGVAR(treatmentIconID), false, "", [1,1,1,1]] call EFUNC(gui,displayIcon);