ACE3/addons/medical/functions/fnc_treatment_success.sqf
Glowbal 05389e7e25 Implemented useItems for treatment (basic and adv)
Will remove items on treatment start. Add again on treatmentFailure.
Based upon consumeItem config setting.
2015-04-03 22:40:36 +02:00

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/*
* Author: KoffeinFlummi, Glowbal
* Callback when the treatment is completed
*
* Arguments:
* 0: The medic <OBJECT>
* 1: The patient <OBJECT>
* 2: SelectionName <STRING>
* 3: Treatment classname <STRING>
* 4: Items available <ARRAY<STRING>>
*
* Return Value:
* nil
*
* Public: No
*/
#include "script_component.hpp"
private ["_caller", "_target","_selectionName","_className","_config","_callback"];
_args = _this select 0;
_caller = _args select 0;
_target = _args select 1;
_selectionName = _args select 2;
_className = _args select 3;
if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
_caller removeWeapon "ACE_FakePrimaryWeapon";
};
[_caller, _caller getvariable [QGVAR(treatmentPrevAnimCaller), ""], 1] call EFUNC(common,doAnimation);
_caller setvariable [QGVAR(treatmentPrevAnimCaller), nil];
// Record specific callback
_config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
if (GVAR(level) >= 2) then {
_config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className);
};
_callback = getText (_config >> "callbackSuccess");
if (isNil _callback) then {
_callback = compile _callback;
} else {
_callback = missionNamespace getvariable _callback;
};
_args call _callback;