/* * Author: KoffeinFlummi, Glowbal * Callback when the treatment fails * * 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", "_usersOfItems", "_weaponSelect"]; _args = _this select 0; _caller = _args select 0; _target = _args select 1; _selectionName = _args select 2; _className = _args select 3; _usersOfItems = _args select 5; if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then { _caller removeWeapon "ACE_FakePrimaryWeapon"; }; if (vehicle _caller == _caller) then { [_caller, _caller getvariable [QGVAR(treatmentPrevAnimCaller), ""], 1] call EFUNC(common,doAnimation); }; _caller setvariable [QGVAR(treatmentPrevAnimCaller), nil]; _weaponSelect = (_caller getvariable [QGVAR(selectedWeaponOnTreatment), ""]); if (_weaponSelect != "") then { _caller selectWeapon _weaponSelect; } else { _caller action ["SwitchWeapon", _caller, _caller, 99]; }; { (_x select 0) addItem (_x select 1); }foreach _usersOfItems; // 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 >> "callbackFailure"); if (isNil _callback) then { _callback = compile _callback; } else { _callback = missionNamespace getvariable _callback; }; _args call _callback; _args call FUNC(createLitter);