/* * Author: Glowbal * Spawns litter for the treatment action on the ground around the target * * Arguments: * 0: The Caller * 1: The target * 2: The treatment Selection Name * 3: The treatment classname * 4: ? * 5: Users of Items * 6: Blood Loss on selection (previously called _previousDamage) * * Return Value: * None * * Public: No */ #include "script_component.hpp" #define MIN_ENTRIES_LITTER_CONFIG 3 private ["_config", "_litter", "_createLitter", "_position", "_createdLitter"]; params ["_caller", "_target", "_selectionName", "_className", "", "_usersOfItems", "_bloodLossOnSelection"]; //Ensures comptibilty with other possible medical treatment configs private _previousDamage = _bloodLossOnSelection; if !(GVAR(allowLitterCreation)) exitwith {}; if (vehicle _caller != _caller || vehicle _target != _target) exitwith {}; _config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className); if (GVAR(level) >= 2) then { _config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className); }; if !(isClass _config) exitwith {false}; if !(isArray (_config >> "litter")) exitwith {}; _litter = getArray (_config >> "litter"); _createLitter = { private["_position", "_direction"]; params ["_unit", "_litterClass"]; // @TODO: handle carriers over water // For now, don't spawn litter if we are over water to avoid floating litter if(surfaceIsWater (getPos _unit)) exitWith { false }; _position = getPosATL _unit; _position params ["_posX", "_posY", "_posZ"]; _position = [_posX + (random 2) - 1, _posY + (random 2) - 1, _posZ]; _direction = (random 360); // Create the litter, and timeout the event based on the cleanup delay // The cleanup delay for events in MP is handled by the server side [QGVAR(createLitter), [_litterClass, _position, _direction], 0] call EFUNC(common,syncedEvent); true }; _createdLitter = []; { if (_x isEqualType []) then { if (count _x < MIN_ENTRIES_LITTER_CONFIG) exitwith {}; _x params ["_selection", "_litterCondition", "_litterOptions"]; if (toLower _selection in [toLower _selectionName, "all"]) then { // in is case sensitve. We can be forgiving here, so lets use toLower. if (isnil _litterCondition) then { _litterCondition = if (_litterCondition != "") then {compile _litterCondition} else {{true}}; } else { _litterCondition = missionNamespace getVariable _litterCondition; if (!(_litterCondition isEqualType {})) then {_litterCondition = {false}}; }; if !([_caller, _target, _selectionName, _className, _usersOfItems, _bloodLossOnSelection] call _litterCondition) exitwith {}; if (_litterOptions isEqualType []) then { // Loop through through the litter options and place the litter { if (_x isEqualType [] && {(count _x > 0)}) then { [_target, _x select (floor(random(count _x)))] call _createLitter; }; if (_x isEqualType "") then { [_target, _x] call _createLitter; }; } foreach _litterOptions; }; }; }; } foreach _litter;