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711e1fc026
* Fix Magazine Repack underwater - fix #5513 Also prevent common goKneeling function underwater * Fix loading patients underwater - fix #5515 * Fix load object underwater * Fix take nozzle on jerry can underwater * Fix refuel underwater conditions further * Use isTouchingGround, Make refuel semi-compatible reports false if head is out of the water, we want true even if we are not diving * Less interact exceptions duplication * Use animationState to determine if unit is swimming, create common function and use it instead of isTouchingGround * Fix condition * Support dragging underwater No carrying due to animation timing issues and other misc things * Allow Medical Legs SelfActions underwater * Fix fixPosition function underwater (use getPosATL instead of getPos) * Fix fixPosition's slope adjustment for non-gravity objects, Do the same for objects without simulation as well
94 lines
3.7 KiB
Plaintext
94 lines
3.7 KiB
Plaintext
/*
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* Author: KoffeinFlummi, Glowbal
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* Callback when the treatment is completed
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*
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* Arguments:
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* 0: The medic <OBJECT>
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* 1: The patient <OBJECT>
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* 2: SelectionName <STRING>
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* 3: Treatment classname <STRING>
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* 4: Items available <ARRAY<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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* [bob, kevin, "selectionname", "classname", ["bandage"]] call ACE_medical_fnc_treatment_success
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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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params ["_args"];
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_args params ["_caller", "_target", "_selectionName", "_className", "_items", "_usersOfItems"];
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if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
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_caller removeWeapon "ACE_FakePrimaryWeapon";
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};
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if (vehicle _caller == _caller && {!(_caller call EFUNC(common,isSwimming))}) then {
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private _lastAnim = _caller getVariable [QGVAR(treatmentPrevAnimCaller), ""];
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//Don't play another medic animation (when player is rapidily treating)
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TRACE_2("Reseting to old animation", animationState player, _lastAnim);
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switch (toLower _lastAnim) do {
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case "ainvpknlmstpslaywrfldnon_medic": {_lastAnim = "AmovPknlMstpSrasWrflDnon"};
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case "ainvppnemstpslaywrfldnon_medic": {_lastAnim = "AmovPpneMstpSrasWrflDnon"};
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case "ainvpknlmstpslaywnondnon_medic": {_lastAnim = "AmovPknlMstpSnonWnonDnon"};
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case "ainvppnemstpslaywpstdnon_medic": {_lastAnim = "AinvPpneMstpSlayWpstDnon"};
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case "ainvpknlmstpslaywpstdnon_medic": {_lastAnim = "AmovPknlMstpSrasWpstDnon"};
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};
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[_caller, _lastAnim, 2] call EFUNC(common,doAnimation);
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};
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_caller setVariable [QGVAR(treatmentPrevAnimCaller), nil];
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private _weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnTreatment), []]);
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if ((_weaponSelect params [["_previousWeapon", ""]]) && {(_previousWeapon != "") && {_previousWeapon in (weapons _caller)}}) then {
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for "_index" from 0 to 299 do {
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_caller action ["SwitchWeapon", _caller, _caller, _index];
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//Just check weapon, muzzle and mode (ignore ammo in case they were reloading)
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if (((weaponState _caller) select [0,3]) isEqualTo (_weaponSelect select [0,3])) exitWith {TRACE_1("Restoring", (weaponState _caller));};
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if ((weaponState _caller) isEqualTo ["","","","",0]) exitWith {ERROR("weaponState not found");};
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};
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} else {
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_caller action ["SwitchWeapon", _caller, _caller, 299];
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};
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// Record specific callback
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private _config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
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if (GVAR(level) >= 2) then {
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_config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className);
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};
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private _callback = getText (_config >> "callbackSuccess");
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if (isNil _callback) then {
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_callback = compile _callback;
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} else {
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_callback = missionNamespace getVariable _callback;
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};
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if (!(_callback isEqualType {})) then {_callback = {TRACE_1("callback was NOT code",_callback)};};
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//Get current blood loose on limb (for "bloody" litter)
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private _bloodLossOnSelection = 0;
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private _partNumber = ([_selectionName] call FUNC(selectionNameToNumber)) max 0;
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// Add all bleeding from wounds on selection
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private _openWounds = _target getvariable [QGVAR(openWounds), []];
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{
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_x params ["", "", "_selectionX", "_amountOf", "_percentageOpen"];
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if (_selectionX == _partNumber) then {
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_bloodLossOnSelection = _bloodLossOnSelection + (_amountOf * _percentageOpen);
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};
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} forEach _openWounds;
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TRACE_1("advanced",_bloodLossOnSelection);
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_args call _callback;
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_args pushBack _bloodLossOnSelection;
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_args call FUNC(createLitter);
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//If we're not already tracking vitals, start:
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if (!(_target getVariable [QGVAR(addedToUnitLoop),false])) then {
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[_target] call FUNC(addVitalLoop);
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};
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["ace_treatmentSucceded", [_caller, _target, _selectionName, _className]] call CBA_fnc_localEvent;
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