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374a5b632f
* Refactor Clear Trauma Add in setting for clearing trauma after stitching a wound, make clearing trauma after bandage clear trauma of individual wounds as they're bandaged instead of all at once when fully bandaged. * Make git diff slightly prettier. * Update fnc_bandageLocal.sqf * Style pass * once more for the diff * fix stupid * Ddd trauma/visuals on bandage reopening
85 lines
3.4 KiB
Plaintext
85 lines
3.4 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal
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* Local callback for bandaging a patient's open wounds.
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*
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* Arguments:
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* 0: Patient <OBJECT>
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* 1: Body Part <STRING>
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* 2: Treatment <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, "Head", "FieldDressing"] call ace_medical_treatment_fnc_bandageLocal
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*
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* Public: No
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*/
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params ["_patient", "_bodyPart", "_bandage"];
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TRACE_3("bandageLocal",_patient,_bodyPart,_bandage);
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private _partIndex = ALL_BODY_PARTS find toLower _bodyPart;
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if (_partIndex < 0) exitWith {};
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private _openWounds = GET_OPEN_WOUNDS(_patient);
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if (_openWounds isEqualTo []) exitWith {};
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// Figure out which injury for this bodypart is the best choice to bandage
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// TODO also use up the remainder on left over injuries
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private _targetWound = [_patient, _bandage, _partIndex] call FUNC(findMostEffectiveWound);
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_targetWound params ["_wound", "_woundIndex", "_effectiveness"];
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// Everything is patched up on this body part already
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if (_effectiveness == -1) exitWith {};
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// Find the impact this bandage has and reduce the amount this injury is present
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private _amountOf = _wound select 2;
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private _impact = _effectiveness min _amountOf;
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_amountOf = _amountOf - _impact;
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_wound set [2, _amountOf];
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_openWounds set [_woundIndex, _wound];
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_patient setVariable [VAR_OPEN_WOUNDS, _openWounds, true];
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[_patient] call EFUNC(medical_status,updateWoundBloodLoss);
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// Handle the reopening of bandaged wounds
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if (_impact > 0 && {GVAR(advancedBandages) == 2}) then {
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[_patient, _impact, _partIndex, _woundIndex, _wound, _bandage] call FUNC(handleBandageOpening);
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};
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// Check if we fixed limping from this treatment
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if (EGVAR(medical,limping) == 1 && {_partIndex > 3} && {_amountOf <= 0} && {_patient getVariable [QEGVAR(medical,isLimping), false]}) then {
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[_patient] call EFUNC(medical_engine,updateDamageEffects);
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};
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if (GVAR(clearTrauma) == 2) then {
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TRACE_2("clearTrauma - clearing trauma after bandage",_partIndex,_openWounds);
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private _treatedDamageOf = (_wound select 4) * _impact;
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private _bodyPartDamage = _patient getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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private _newDam = (_bodyPartDamage select _partIndex) - _treatedDamageOf;
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if (_newDam < 0.05) then { // Prevent obscenely small damage from lack of floating precision
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_bodyPartDamage set [_partIndex, 0];
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} else {
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_bodyPartDamage set [_partIndex, _newDam];
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};
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_patient setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
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TRACE_2("clearTrauma - healed damage",_partIndex,_treatedDamageOf);
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switch (_partIndex) do {
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case 0: { [_patient, true, false, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
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case 1: { [_patient, false, true, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
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case 2;
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case 3: { [_patient, false, false, true, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
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default { [_patient, false, false, false, true] call EFUNC(medical_engine,updateBodyPartVisuals); };
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};
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};
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if (_amountOf <= 0) then { // Reset treatment condition cache for nearby players if we stopped all bleeding
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private _nearPlayers = (_patient nearEntities ["CAManBase", 6]) select {_x call EFUNC(common,isPlayer)};
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TRACE_1("clearConditionCaches: bandage",_nearPlayers);
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[QEGVAR(interact_menu,clearConditionCaches), [], _nearPlayers] call CBA_fnc_targetEvent;
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};
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