mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
161 lines
5.5 KiB
Plaintext
161 lines
5.5 KiB
Plaintext
#include "script_component.hpp"
|
|
/*
|
|
* Author: Glowbal, KoffeinFlummi, mharis001
|
|
* Starts the treatment process.
|
|
*
|
|
* Arguments:
|
|
* 0: Medic <OBJECT>
|
|
* 1: Patient <OBJECT>
|
|
* 2: Body Part <STRING>
|
|
* 3: Treatment <STRING>
|
|
*
|
|
* Return Value:
|
|
* Treatment Started <BOOL>
|
|
*
|
|
* Example:
|
|
* [player, cursorObject, "Head", "BasicBandage"] call ace_medical_treatment_fnc_treatment
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
params ["_medic", "_patient", "_bodyPart", "_classname"];
|
|
|
|
// Delay by a frame if cursor menu is open to prevent progress bar failing
|
|
if (uiNamespace getVariable [QEGVAR(interact_menu,cursorMenuOpened), false]) exitWith {
|
|
[FUNC(treatment), _this] call CBA_fnc_execNextFrame;
|
|
};
|
|
|
|
if !(_this call FUNC(canTreat)) exitWith {false};
|
|
|
|
private _config = configFile >> QGVAR(actions) >> _classname;
|
|
|
|
// Get treatment time from config, exit if treatment time is zero
|
|
private _treatmentTime = if (isText (_config >> "treatmentTime")) then {
|
|
GET_FUNCTION(_treatmentTime,_config >> "treatmentTime");
|
|
|
|
if (_treatmentTime isEqualType {}) then {
|
|
_treatmentTime = call _treatmentTime;
|
|
};
|
|
|
|
_treatmentTime
|
|
} else {
|
|
getNumber (_config >> "treatmentTime");
|
|
};
|
|
|
|
if (_treatmentTime == 0) exitWith {false};
|
|
|
|
// Consume one of the treatment items if needed
|
|
// Store item user so that used item can be returned on failure
|
|
private _userAndItem = if (GET_NUMBER_ENTRY(_config >> "consumeItem") == 1) then {
|
|
[_medic, _patient, getArray (_config >> "items")] call FUNC(useItem);
|
|
} else {
|
|
[objNull, ""]; // Treatment does not require items to be consumed
|
|
};
|
|
|
|
_userAndItem params ["_itemUser", "_usedItem"];
|
|
|
|
// Get treatment animation for the medic
|
|
private _medicAnim = if (_medic isEqualTo _patient) then {
|
|
getText (_config >> ["animationMedicSelf", "animationMedicSelfProne"] select (stance _medic == "PRONE"));
|
|
} else {
|
|
getText (_config >> ["animationMedic", "animationMedicProne"] select (stance _medic == "PRONE"));
|
|
};
|
|
|
|
_medic setVariable [QGVAR(selectedWeaponOnTreatment), weaponState _medic];
|
|
|
|
// Adjust animation based on the current weapon of the medic
|
|
private _wpn = ["non", "rfl", "lnr", "pst"] param [["", primaryWeapon _medic, secondaryWeapon _medic, handgunWeapon _medic] find currentWeapon _medic, "non"];
|
|
_medicAnim = [_medicAnim, "[wpn]", _wpn] call CBA_fnc_replace;
|
|
|
|
// This animation is missing, use alternative
|
|
if (_medicAnim == "AinvPknlMstpSlayWlnrDnon_medic") then {
|
|
_medicAnim = "AinvPknlMstpSlayWlnrDnon_medicOther";
|
|
};
|
|
|
|
// Determine the animation length
|
|
private _animDuration = GVAR(animDurations) getVariable _medicAnim;
|
|
if (isNil "_animDuration") then {
|
|
WARNING_2("animation [%1] for [%2] has no duration defined",_medicAnim,_classname);
|
|
_animDuration = 10;
|
|
};
|
|
|
|
// These animations have transitions that take a bit longer...
|
|
if (weaponLowered _medic) then {
|
|
_animDuration = _animDuration + 0.5;
|
|
|
|
// Fix problems with lowered weapon transitions by raising the weapon first
|
|
if (currentWeapon _medic != "" && {_medicAnim != ""}) then {
|
|
_medic action ["WeaponInHand", _medic];
|
|
};
|
|
};
|
|
|
|
if (binocular _medic != "" && {binocular _medic == currentWeapon _medic}) then {
|
|
_animDuration = _animDuration + 1;
|
|
};
|
|
|
|
// Play treatment animation for medic and determine the ending animation
|
|
if (vehicle _medic == _medic && {_medicAnim != ""}) then {
|
|
// Speed up animation based on treatment time (but cap max to prevent odd animiations/cam shake)
|
|
private _animRatio = _animDuration / _treatmentTime;
|
|
TRACE_3("setAnimSpeedCoef",_animRatio,_animDuration,_treatmentTime);
|
|
|
|
// Don't slow down animation too much to prevent it looking funny.
|
|
if (_animRatio < ANIMATION_SPEED_MIN_COEFFICIENT) then {
|
|
_animRatio = ANIMATION_SPEED_MIN_COEFFICIENT;
|
|
};
|
|
|
|
// Skip animation enitrely if progress bar too quick.
|
|
if (_animRatio > ANIMATION_SPEED_MAX_COEFFICIENT) exitWith {};
|
|
|
|
[QEGVAR(common,setAnimSpeedCoef), [_medic, _animRatio]] call CBA_fnc_globalEvent;
|
|
|
|
// Play animation
|
|
private _endInAnim = "AmovP[pos]MstpS[stn]W[wpn]Dnon";
|
|
|
|
private _pos = ["knl", "pne"] select (stance _medic == "PRONE");
|
|
private _stn = "non";
|
|
|
|
if (_wpn != "non") then {
|
|
_stn = ["ras", "low"] select (weaponLowered _medic);
|
|
};
|
|
|
|
_endInAnim = [_endInAnim, "[pos]", _pos] call CBA_fnc_replace;
|
|
_endInAnim = [_endInAnim, "[stn]", _stn] call CBA_fnc_replace;
|
|
_endInAnim = [_endInAnim, "[wpn]", _wpn] call CBA_fnc_replace;
|
|
|
|
[_medic, _medicAnim] call EFUNC(common,doAnimation);
|
|
[_medic, _endInAnim] call EFUNC(common,doAnimation);
|
|
_medic setVariable [QGVAR(endInAnim), _endInAnim];
|
|
|
|
if (!isNil QEGVAR(advanced_fatigue,setAnimExclusions)) then {
|
|
EGVAR(advanced_fatigue,setAnimExclusions) pushBack QUOTE(ADDON);
|
|
};
|
|
};
|
|
|
|
// Play a random treatment sound globally if defined
|
|
if (isArray (_config >> "sounds")) then {
|
|
selectRandom getArray (_config >> "sounds") params ["_file", ["_volume", 1], ["_pitch", 1], ["_distance", 10]];
|
|
playSound3D [_file, objNull, false, getPosASL _medic, _volume, _pitch, _distance];
|
|
};
|
|
|
|
GET_FUNCTION(_callbackStart,_config >> "callbackStart");
|
|
GET_FUNCTION(_callbackProgress,_config >> "callbackProgress");
|
|
|
|
if (_callbackProgress isEqualTo {}) then {
|
|
_callbackProgress = {true};
|
|
};
|
|
|
|
[_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem] call _callbackStart;
|
|
|
|
[
|
|
_treatmentTime,
|
|
[_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem],
|
|
FUNC(treatmentSuccess),
|
|
FUNC(treatmentFailure),
|
|
getText (_config >> "displayNameProgress"),
|
|
_callbackProgress,
|
|
["isNotInside"]
|
|
] call EFUNC(common,progressBar);
|
|
|
|
true
|