ACE3/addons/medical_treatment/functions/fnc_fullHealLocal.sqf
Mike-MF 1c6c4d6bff
All - Fix parentheses around code (#10073)
* Fix Brackets around code

* Update fnc_handleFired.sqf

* Shouldn't have changed this one

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-06-18 14:08:03 +00:00

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#include "..\script_component.hpp"
/*
* Author: Glowbal
* Local callback for fully healing a patient.
*
* Arguments:
* 0: Patient <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player] call ace_medical_treatment_fnc_fullHealLocal
*
* Public: No
*/
params ["_patient"];
TRACE_1("fullHealLocal",_patient);
if (!alive _patient) exitWith {};
// check if on fire, then put out the fire before healing
if ((["ace_fire"] call EFUNC(common,isModLoaded)) && {[_patient] call EFUNC(fire,isBurning)}) then {
_patient setVariable [QEGVAR(fire,intensity), 0, true];
};
// Allow mods to heal
[QGVAR(fullHealLocalMod), [_patient]] call CBA_fnc_localEvent;
private _state = GET_SM_STATE(_patient);
TRACE_1("start",_state);
// Treatment conditions would normally limit full heal to non-unconscious units
// However, this may be called externally (through Zeus)
if IN_CRDC_ARRST(_patient) then {
TRACE_1("Exiting cardiac arrest",_patient);
[QEGVAR(medical,CPRSucceeded), _patient] call CBA_fnc_localEvent;
_state = GET_SM_STATE(_patient);
TRACE_1("after CPRSucceeded",_state);
};
_patient setVariable [VAR_PAIN, 0, true];
_patient setVariable [VAR_BLOOD_VOL, DEFAULT_BLOOD_VOLUME, true];
// Tourniquets
{
if (_x != 0) then {
[_patient, "ACE_tourniquet"] call EFUNC(common,addToInventory);
};
} forEach GET_TOURNIQUETS(_patient);
_patient setVariable [VAR_TOURNIQUET, DEFAULT_TOURNIQUET_VALUES, true];
_patient setVariable [QGVAR(occludedMedications), nil, true];
// Wounds and Injuries
_patient setVariable [VAR_OPEN_WOUNDS, createHashMap, true];
_patient setVariable [VAR_BANDAGED_WOUNDS, createHashMap, true];
_patient setVariable [VAR_STITCHED_WOUNDS, createHashMap, true];
_patient setVariable [QEGVAR(medical,isLimping), false, true];
_patient setVariable [VAR_FRACTURES, DEFAULT_FRACTURE_VALUES, true];
// Update wound bleeding
[_patient] call EFUNC(medical_status,updateWoundBloodLoss);
// Vitals
_patient setVariable [VAR_HEART_RATE, DEFAULT_HEART_RATE, true];
_patient setVariable [VAR_BLOOD_PRESS, [80, 120], true];
_patient setVariable [VAR_PERIPH_RES, DEFAULT_PERIPH_RES, true];
_patient setVariable [VAR_SPO2, DEFAULT_SPO2, true];
_patient setVariable [VAR_OXYGEN_DEMAND, 0, true];
// IVs
_patient setVariable [QEGVAR(medical,ivBags), nil, true];
// Damage storage
_patient setVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0], true];
// wakeup needs to be done after achieving stable vitals, but before manually reseting unconc var
if IS_UNCONSCIOUS(_patient) then {
if !([_patient] call EFUNC(medical_status,hasStableVitals)) then {ERROR_2("fullheal [unit %1][state %2] did not restore stable vitals",_patient,_state);};
TRACE_1("Waking up",_patient);
[QEGVAR(medical,WakeUp), _patient] call CBA_fnc_localEvent;
_state = GET_SM_STATE(_patient);
TRACE_1("after WakeUp",_state);
if IS_UNCONSCIOUS(_patient) then {ERROR_2("fullheal [unit %1][state %2] failed to wake up patient",_patient,_state);};
};
// Generic medical admin
// _patient setVariable [VAR_CRDC_ARRST, false, true]; // this should be set by statemachine transition
// _patient setVariable [VAR_UNCON, false, true]; // this should be set by statemachine transition
_patient setVariable [VAR_HEMORRHAGE, 0, true];
_patient setVariable [VAR_IN_PAIN, false, true];
_patient setVariable [VAR_PAIN_SUPP, 0, true];
// Medication
_patient setVariable [VAR_MEDICATIONS, [], true];
// Reset triage card since medication is reset
_patient setVariable [QEGVAR(medical,triageCard), [], true];
[_patient] call EFUNC(medical_engine,updateDamageEffects);
// Reset damage
_patient setDamage 0;
[QEGVAR(medical,FullHeal), _patient] call CBA_fnc_localEvent;
_state = GET_SM_STATE(_patient);
TRACE_1("after FullHeal",_state);