ACE3/addons/medical_treatment/functions/fnc_placeInBodyBag.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
* Places a dead body inside a body bag.
*
* Arguments:
* 0: Medic (not used) <OBJECT>
* 1: Patient <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, cursorObject] call ace_medical_treatment_fnc_placeInBodyBag
*
* Public: No
*/
params ["", "_patient"];
TRACE_1("placeInBodyBag",_patient);
if (!local _patient) exitWith {
TRACE_1("Calling where local",local _patient);
[QGVAR(placeInBodyBag), [nil, _patient], _patient] call CBA_fnc_targetEvent;
};
if (alive _patient) then {
TRACE_1("Manually killing with setDead",_patient);
[_patient, "buried_alive"] call EFUNC(medical_status,setDead);
};
private _position = (getPosASL _patient) vectorAdd [0, 0, 0.2];
private _headPos = _patient modelToWorldVisual (_patient selectionPosition "head");
private _spinePos = _patient modelToWorldVisual (_patient selectionPosition "Spine3");
private _direction = (_headPos vectorFromTo _spinePos) call CBA_fnc_vectDir;
// Move the body away so it won't collide with the body bag object
// This setPosASL seems to need to be called where the unit is local
_patient setPosASL [-5000, -5000, 0];
// Create the body bag object, set its position to prevent it from flipping
private _bodyBag = createVehicle ["ACE_bodyBagObject", [0, 0, 0], [], 0, "NONE"];
_bodyBag setPosASL _position;
_bodyBag setDir _direction;
// Server will handle hiding and deleting the body
["ace_placedInBodyBag", [_patient, _bodyBag]] call CBA_fnc_globalEvent;