mirror of
https://github.com/acemod/ACE3.git
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44050df98b
* Modernize and cleanup medical_treatment
* One line for each old public function
* Fix litterCleanupDelay name
* Improve adjustment calcs / wound blood loss / medications
fix func descriptions
Calc wound blood loss on events
reorder includes so scritpmacroMed has global effect
trivial optimization for getCardiacOutput
Fix var
Fix wounds not reopening (nil _category)
Fix surgical kit inherting canBandage conditional
debug hitpoints
Update ACE_Medical_Treatment_Actions.hpp
Use woundBleeding for IS_BLEEDING macro
rework medication vars
comments
Reset var in init / fullHeal
Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Change wound data array
Drop unique id and merge classId and category
* Splinting and treatment and gui
* Add arm fractures and aim effects
* localizations and event
* fix
* fix merge for renamed files
* Fixes and code review changes
* Move medical logs clearing to treatment
* More cleanup work
* cleanup
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* formating, rename bone images
* Fix args for setDead call in actionPlaceInBodyBag
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* disable calls to extension
* Update fnc_onMedicationUsage.sqf
* Medical - Skip unneeded setVars on initUnit (#6949)
* Medical - Transfer state machine state on locality (#6950)
* Medical - Transfer state machine state on locality
* Fix feedback isUnconscious var
* Exclude AI
* Make UAV excludes consistant, formating
* Update fnc_treatmentFullHealLocal.sqf
* reset fractures on respawn
* Fix merge
* Add PAK time coefficient setting
* Fix medication
* Add ace_medical_replacementItems config array
* checkItems performance improvement
* Treatment - cap max animation speed (#6995)
* Treatment - cap max animation speed
and add lock to prevent AF from reseting anim
* Update fnc_getBandageTime.sqf
* Use local version of setAnimSpeedCoef
* Revert "Use local version of setAnimSpeedCoef"
This reverts commit 36c22a9047
.
* Move replacementItems compiling to preInit
* Improve replacementItems compiling
* Cleanup splint functions, use macros for fractures
* Rename splintCondition to canSplint
* Add cprCreatesPulse setting
* Cleanup remaining functions
* Capitalize stringtable entry names
* getStitchTime function and fix treatment locations
* Update addons/medical_treatment/functions/fnc_getHealTime.sqf
Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
74 lines
2.5 KiB
Plaintext
74 lines
2.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal
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* Sets a unit in the unconscious state.
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*
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* Arguments:
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* 0: The unit that will be put in an unconscious state <OBJECT>
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* 1: Set unconsciouns <BOOL> (default: true)
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* 2: Minimum unconscious time (set to 0 to ignore) <NUMBER><OPTIONAL> (default: 0)
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* 3: Force wakeup at given time if vitals are stable <BOOL><OPTIONAL> (default: false)
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*
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* Return Value:
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* Success? <BOOLEAN>
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*
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* Example:
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* [bob, true] call ace_medical_fnc_setUnconscious;
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* [player, true, 5, true] call ace_medical_fnc_setUnconscious;
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*
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* Public: Yes
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*/
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// only run this after the settings are initialized
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if !(EGVAR(common,settingsInitFinished)) exitWith {
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EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(setUnconscious), _this];
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};
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params [["_unit", objNull, [objNull]], ["_knockOut", true, [false]], ["_minWaitingTime", 0, [0]], ["_forcedWakup", false, [false]]];
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TRACE_4("setUnconscious",_unit,_knockOut,_minWaitingTime,_forcedWakup);
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if ((isNull _unit) || {!alive _unit} || {!(_unit isKindOf "CAManBase")}) exitWith {
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ERROR_3("Bad Unit %1 [Type: %2] [Alive: %3]",_unit,typeOf _unit,alive _unit);
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false
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};
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if (!local _unit) exitWith {
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[QEGVAR(medical,setUnconscious), _this, _unit] call CBA_fnc_targetEvent;
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true
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};
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if (_knockOut isEqualTo IS_UNCONSCIOUS(_unit)) exitWith {
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WARNING_2("setUnconscious called with no change [Unit %1] [State [%2]", _unit, _knockOut);
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false
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};
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if (currentWeapon _unit != primaryWeapon _unit) then {
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_unit selectWeapon primaryWeapon _unit;
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};
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if (_knockOut) then {
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if (_minWaitingTime > 0) then {
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if (_forcedWakup) then {
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// If unit still has stable vitals at min waiting time, then force wake up
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[{
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params [["_unit", objNull]];
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if ((alive _unit) && {_unit call EFUNC(medical_status,hasStableVitals)}) then {
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TRACE_1("Doing delay wakeup",_unit);
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[QGVAR(WakeUp), _unit] call CBA_fnc_localEvent;
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} else {
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TRACE_1("Skipping delay wakeup",_unit);
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};
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}, [_unit], _minWaitingTime] call CBA_fnc_waitAndExecute;
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};
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if (EGVAR(medical,spontaneousWakeUpChance) > 0) then {
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_unit setVariable [QEGVAR(medical,lastWakeUpCheck), CBA_missionTime + _minWaitingTime - SPONTANEOUS_WAKE_UP_INTERVAL];
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};
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};
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[QGVAR(knockOut), _unit] call CBA_fnc_localEvent;
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} else {
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[QGVAR(WakeUp), _unit] call CBA_fnc_localEvent;
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};
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true
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