ACE3/addons/medical_treatment/script_component.hpp
Grim f088d9bfa1
General - uiNamespace cleanup (#9425)
* fix clear trauma on stitch

* add compileFinal and move to hashmap

* add missin param

* fix captives

* explosives/medtreat

---------

Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-10-04 14:09:05 -04:00

59 lines
2.1 KiB
C++

#define COMPONENT medical_treatment
#define COMPONENT_BEAUTIFIED Medical Treatment
#include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_MEDICAL_TREATMENT
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_MEDICAL_TREATMENT
#define DEBUG_SETTINGS DEBUG_SETTINGS_MEDICAL_TREATMENT
#endif
#include "\z\ace\addons\medical_engine\script_macros_medical.hpp"
#include "\z\ace\addons\main\script_macros.hpp"
// Returns a text config entry as compiled code or variable from missionNamespace
#define GET_FUNCTION(var,cfg) \
private var = getText (cfg); \
if (isNil var) then { \
var = compile var; \
} else { \
var = missionNamespace getVariable var; \
}
// Returns a number config entry with default value of 0
// If entry is a string, will get the variable from missionNamespace
#define GET_NUMBER_ENTRY(cfg) \
if (isText (cfg)) then { \
missionNamespace getVariable [getText (cfg), 0]; \
} else { \
getNumber (cfg); \
}
// Macros for checking if unit is in medical vehicle or facility
// Defined mostly to make location check in canTreat more readable
#define IN_MED_VEHICLE(unit) (unit call FUNC(isInMedicalVehicle))
#define IN_MED_FACILITY(unit) (unit call FUNC(isInMedicalFacility))
#define TREATMENT_LOCATIONS_ALL 0
#define TREATMENT_LOCATIONS_VEHICLES 1
#define TREATMENT_LOCATIONS_FACILITIES 2
#define TREATMENT_LOCATIONS_VEHICLES_AND_FACILITIES 3
#define TREATMENT_LOCATIONS_NONE 4
#define LITTER_CLEANUP_CHECK_DELAY 30
#define BODY_CLEANUP_CHECK_DELAY 20
// Animations that would be played slower than this are instead played exactly as slow as this. (= Progress bar will take longer than the slowed down animation).
#define ANIMATION_SPEED_MIN_COEFFICIENT 0.5
// Animations that would be played faster than this are instead skipped. (= Progress bar too quick for animation).
#define ANIMATION_SPEED_MAX_COEFFICIENT 2.5
#define MEDICAL_TREATMENT_ITEMS (keys (uiNamespace getVariable QGVAR(treatmentItems)))