ACE3/addons/medical/functions/fnc_setUnconscious.sqf
mharis001 44050df98b Medical Treatment - Modernize and Cleanup (#6933)
* 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>
2019-06-03 10:31:46 -05:00

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#include "script_component.hpp"
/*
* Author: Glowbal
* Sets a unit in the unconscious state.
*
* Arguments:
* 0: The unit that will be put in an unconscious state <OBJECT>
* 1: Set unconsciouns <BOOL> (default: true)
* 2: Minimum unconscious time (set to 0 to ignore) <NUMBER><OPTIONAL> (default: 0)
* 3: Force wakeup at given time if vitals are stable <BOOL><OPTIONAL> (default: false)
*
* Return Value:
* Success? <BOOLEAN>
*
* Example:
* [bob, true] call ace_medical_fnc_setUnconscious;
* [player, true, 5, true] call ace_medical_fnc_setUnconscious;
*
* Public: Yes
*/
// only run this after the settings are initialized
if !(EGVAR(common,settingsInitFinished)) exitWith {
EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(setUnconscious), _this];
};
params [["_unit", objNull, [objNull]], ["_knockOut", true, [false]], ["_minWaitingTime", 0, [0]], ["_forcedWakup", false, [false]]];
TRACE_4("setUnconscious",_unit,_knockOut,_minWaitingTime,_forcedWakup);
if ((isNull _unit) || {!alive _unit} || {!(_unit isKindOf "CAManBase")}) exitWith {
ERROR_3("Bad Unit %1 [Type: %2] [Alive: %3]",_unit,typeOf _unit,alive _unit);
false
};
if (!local _unit) exitWith {
[QEGVAR(medical,setUnconscious), _this, _unit] call CBA_fnc_targetEvent;
true
};
if (_knockOut isEqualTo IS_UNCONSCIOUS(_unit)) exitWith {
WARNING_2("setUnconscious called with no change [Unit %1] [State [%2]", _unit, _knockOut);
false
};
if (currentWeapon _unit != primaryWeapon _unit) then {
_unit selectWeapon primaryWeapon _unit;
};
if (_knockOut) then {
if (_minWaitingTime > 0) then {
if (_forcedWakup) then {
// If unit still has stable vitals at min waiting time, then force wake up
[{
params [["_unit", objNull]];
if ((alive _unit) && {_unit call EFUNC(medical_status,hasStableVitals)}) then {
TRACE_1("Doing delay wakeup",_unit);
[QGVAR(WakeUp), _unit] call CBA_fnc_localEvent;
} else {
TRACE_1("Skipping delay wakeup",_unit);
};
}, [_unit], _minWaitingTime] call CBA_fnc_waitAndExecute;
};
if (EGVAR(medical,spontaneousWakeUpChance) > 0) then {
_unit setVariable [QEGVAR(medical,lastWakeUpCheck), CBA_missionTime + _minWaitingTime - SPONTANEOUS_WAKE_UP_INTERVAL];
};
};
[QGVAR(knockOut), _unit] call CBA_fnc_localEvent;
} else {
[QGVAR(WakeUp), _unit] call CBA_fnc_localEvent;
};
true