/* * Author: BaerMitUmlaut * Plays the corresponding treatment animation. * * Arguments: * 0: Unit * 1: Is bandage * 2: Is self treatment * * Return Value: * Nothing * * Public: No */ #include "script_component.hpp" params ["_unit", "_isBandage", "_isSelfTreatment"]; if (vehicle _unit != _unit) exitWith {}; private _animConfig = if (_isBandage) then { configFile >> "ACE_Medical_Actions" >> "Basic" >> "Bandage"; } else { configFile >> "ACE_Medical_Actions" >> "Basic" >> "Morphine"; }; private _configProperty = "animationCaller"; if (_isSelfTreatment) then { _configProperty = _configProperty + "Self"; }; if (stance _unit == "PRONE") then { _configProperty = _configProperty + "Prone"; }; private _anim = getText (_animConfig >> _configProperty); private _wpn = ["non", "rfl", "pst"] select (1 + ([primaryWeapon _unit, handgunWeapon _unit] find (currentWeapon _unit))); _anim = [_anim, "[wpn]", _wpn] call CBA_fnc_replace; [_unit, _anim] call EFUNC(common,doAnimation);