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https://github.com/acemod/ACE3.git
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1dc934e1b1
Improves the way medical is storing variables in object space by having a common list of variables names as macros. Makes the code a bit cleaner and ensured consistency across components. Also a handy reference for when working on medical to see what values are all stored.
59 lines
1.8 KiB
Plaintext
59 lines
1.8 KiB
Plaintext
/*
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* Author: BaerMitUmlaut
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* Makes the unit heal itself.
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*
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* Arguments:
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* None
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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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* call ACE_medical_ai_fnc_healSelf
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*
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* Public: No
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*/
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#include "script_component.hpp"
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// Player will have to do this manually of course
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if ([_this] call EFUNC(common,isPlayer)) exitWith {};
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// Can't heal self when unconscious
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if IS_UNCONSCIOUS(_this) exitWith {};
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// Check if we're still treating
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if ((_this getVariable [QGVAR(treatmentOverAt), CBA_missionTime]) > CBA_missionTime) exitWith {};
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private _needsBandaging = GET_BLOOD_LOSS(_this) > 0;
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private _needsMorphine = GET_PAIN(_this) > 0.2;
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switch (true) do {
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case _needsBandaging: {
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// Select first wound and bandage it
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private _openWounds = _this getVariable [QEGVAR(medical,openWounds), []];
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private _partIndex = {
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_x params ["", "", "_index", "_amount", "_percentage"];
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if (_amount * _percentage > 0) exitWith {
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_index
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};
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} forEach _openWounds;
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private _selection = ALL_BODY_PARTS select _partIndex;
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[_this, "BasicBandage", _selection] call EFUNC(medical_treatment,treatmentBandageLocal);
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#ifdef DEBUG_MODE_FULL
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systemChat format ["%1 is bandaging selection %2", _this, _selection];
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#endif
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// Play animation
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[_this, true, true] call FUNC(playTreatmentAnim);
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_this setVariable [QGVAR(treatmentOverAt), CBA_missionTime + 5];
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};
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case _needsMorphine: {
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[_this, "Morphine", 2] call EFUNC(medical_treatment,treatmentMedicationLocal);
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[_this, false, true] call FUNC(playTreatmentAnim);
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_this setVariable [QGVAR(treatmentOverAt), CBA_missionTime + 2];
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#ifdef DEBUG_MODE_FULL
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systemChat format ["%1 is giving himself morphine", _this];
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#endif
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};
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};
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