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56 lines
2.1 KiB
Plaintext
56 lines
2.1 KiB
Plaintext
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#include "script_component.hpp"
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params ["_unit", "_stateName", "_lastTime"];
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// If the unit died the loop is finished
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if (!alive _unit) exitWith {};
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// If locality changed, broadcast the last medical state and finish the local loop
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if (!local _unit) exitWith {
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if (GVAR(level) >= 2) then {
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_unit setVariable [QGVAR(heartRate), _unit getVariable [QGVAR(heartRate), 80], true];
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_unit setVariable [QGVAR(bloodPressure), _unit getVariable [QGVAR(bloodPressure), [80, 120]], true];
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};
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_unit setVariable [QGVAR(bloodVolume), _unit getVariable [QGVAR(bloodVolume), 100], true];
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};
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private _startTime = _unit getVariable [QGVAR(reviveStartTime), 0];
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// If we are in revive state in a blown up vehicle, try to unload so that people can access the body
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if ((alive _unit) && {(vehicle _unit) != _unit} && {!alive (vehicle _unit)}) then {
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TRACE_2("Unloading", _unit, vehicle _unit);
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[_unit] call EFUNC(common,unloadPerson);
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};
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// Revive timer ran out
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if (GVAR(maxReviveTime) > 0 && {CBA_missionTime - _startTime > GVAR(maxReviveTime)}) exitWith {
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[_unit, "ReviveTimer", []] call FUNC(stateEvent);
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_unit setVariable [QGVAR(inReviveState), nil, true];
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_unit setVariable [QGVAR(reviveStartTime), nil];
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};
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// If the unit was taken out from revive state, exit the loop
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if !(_unit getVariable [QGVAR(inReviveState), false]) exitWith {
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// Revived without dieing, so in case we have lifes, remove one.
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if (GVAR(amountOfReviveLives) > 0) then {
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_lifesLeft = _unit getVariable [QGVAR(amountOfReviveLives), GVAR(amountOfReviveLives)];
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_unit setVariable [QGVAR(amountOfReviveLives), _lifesLeft - 1, true];
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};
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_unit setVariable [QGVAR(reviveStartTime), nil];
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};
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// Remove heartbeat
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if (GVAR(level) >= 2) then {
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if (_unit getVariable [QGVAR(heartRate), 60] > 0) then {
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_unit setVariable [QGVAR(heartRate), 0];
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};
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};
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[_unit, CBA_missionTime - _lastTime] call FUNC(handleUnitVitals);
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private _pain = _unit getVariable [QGVAR(pain), 0];
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if (_pain > (_unit getVariable [QGVAR(painSuppress), 0])) then {
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[_unit, _pain] call FUNC(playInjuredSound);
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};
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