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1c6c4d6bff
* Fix Brackets around code * Update fnc_handleFired.sqf * Shouldn't have changed this one --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
109 lines
3.7 KiB
Plaintext
109 lines
3.7 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Glowbal
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* Local callback for fully healing a patient.
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*
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* Arguments:
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* 0: Patient <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player] call ace_medical_treatment_fnc_fullHealLocal
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*
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* Public: No
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*/
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params ["_patient"];
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TRACE_1("fullHealLocal",_patient);
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if (!alive _patient) exitWith {};
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// check if on fire, then put out the fire before healing
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if ((["ace_fire"] call EFUNC(common,isModLoaded)) && {[_patient] call EFUNC(fire,isBurning)}) then {
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_patient setVariable [QEGVAR(fire,intensity), 0, true];
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};
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// Allow mods to heal
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[QGVAR(fullHealLocalMod), [_patient]] call CBA_fnc_localEvent;
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private _state = GET_SM_STATE(_patient);
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TRACE_1("start",_state);
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// Treatment conditions would normally limit full heal to non-unconscious units
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// However, this may be called externally (through Zeus)
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if IN_CRDC_ARRST(_patient) then {
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TRACE_1("Exiting cardiac arrest",_patient);
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[QEGVAR(medical,CPRSucceeded), _patient] call CBA_fnc_localEvent;
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_state = GET_SM_STATE(_patient);
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TRACE_1("after CPRSucceeded",_state);
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};
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_patient setVariable [VAR_PAIN, 0, true];
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_patient setVariable [VAR_BLOOD_VOL, DEFAULT_BLOOD_VOLUME, true];
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// Tourniquets
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{
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if (_x != 0) then {
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[_patient, "ACE_tourniquet"] call EFUNC(common,addToInventory);
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};
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} forEach GET_TOURNIQUETS(_patient);
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_patient setVariable [VAR_TOURNIQUET, DEFAULT_TOURNIQUET_VALUES, true];
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_patient setVariable [QGVAR(occludedMedications), nil, true];
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// Wounds and Injuries
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_patient setVariable [VAR_OPEN_WOUNDS, createHashMap, true];
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_patient setVariable [VAR_BANDAGED_WOUNDS, createHashMap, true];
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_patient setVariable [VAR_STITCHED_WOUNDS, createHashMap, true];
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_patient setVariable [QEGVAR(medical,isLimping), false, true];
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_patient setVariable [VAR_FRACTURES, DEFAULT_FRACTURE_VALUES, true];
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// Update wound bleeding
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[_patient] call EFUNC(medical_status,updateWoundBloodLoss);
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// Vitals
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_patient setVariable [VAR_HEART_RATE, DEFAULT_HEART_RATE, true];
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_patient setVariable [VAR_BLOOD_PRESS, [80, 120], true];
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_patient setVariable [VAR_PERIPH_RES, DEFAULT_PERIPH_RES, true];
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_patient setVariable [VAR_SPO2, DEFAULT_SPO2, true];
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_patient setVariable [VAR_OXYGEN_DEMAND, 0, true];
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// IVs
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_patient setVariable [QEGVAR(medical,ivBags), nil, true];
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// Damage storage
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_patient setVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0], true];
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// wakeup needs to be done after achieving stable vitals, but before manually reseting unconc var
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if IS_UNCONSCIOUS(_patient) then {
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if !([_patient] call EFUNC(medical_status,hasStableVitals)) then {ERROR_2("fullheal [unit %1][state %2] did not restore stable vitals",_patient,_state);};
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TRACE_1("Waking up",_patient);
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[QEGVAR(medical,WakeUp), _patient] call CBA_fnc_localEvent;
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_state = GET_SM_STATE(_patient);
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TRACE_1("after WakeUp",_state);
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if IS_UNCONSCIOUS(_patient) then {ERROR_2("fullheal [unit %1][state %2] failed to wake up patient",_patient,_state);};
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};
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// Generic medical admin
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// _patient setVariable [VAR_CRDC_ARRST, false, true]; // this should be set by statemachine transition
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// _patient setVariable [VAR_UNCON, false, true]; // this should be set by statemachine transition
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_patient setVariable [VAR_HEMORRHAGE, 0, true];
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_patient setVariable [VAR_IN_PAIN, false, true];
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_patient setVariable [VAR_PAIN_SUPP, 0, true];
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// Medication
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_patient setVariable [VAR_MEDICATIONS, [], true];
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// Reset triage card since medication is reset
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_patient setVariable [QEGVAR(medical,triageCard), [], true];
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[_patient] call EFUNC(medical_engine,updateDamageEffects);
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// Reset damage
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_patient setDamage 0;
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[QEGVAR(medical,FullHeal), _patient] call CBA_fnc_localEvent;
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_state = GET_SM_STATE(_patient);
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TRACE_1("after FullHeal",_state);
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