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92 lines
3.2 KiB
Plaintext
92 lines
3.2 KiB
Plaintext
/*
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* Author: Glowbal
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* Spawns litter for the treatment action on the ground around the target
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*
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* Arguments:
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* 0: The Caller <OBJECT>
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* 1: The target <OBJECT>
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* 2: The treatment Selection Name <STRING>
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* 3: The treatment classname <STRING>
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* 4: ?
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* 5: Users of Items <?>
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* 6: Blood Loss on selection (previously called _previousDamage) <NUMBER>
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*
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* Return Value:
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* None
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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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#define MIN_ENTRIES_LITTER_CONFIG 3
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params ["_caller", "_target", "_selectionName", "_className", "", "_usersOfItems", "_bloodLossOnSelection"];
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//Ensures comptibilty with other possible medical treatment configs
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private _previousDamage = _bloodLossOnSelection;
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if !(GVAR(allowLitterCreation)) exitwith {};
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if (vehicle _caller != _caller || vehicle _target != _target) exitwith {};
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private _config = if (GVAR(level) >= 2) then {
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(configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className);
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} else {
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(configFile >> "ACE_Medical_Actions" >> "Basic" >> _className)
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};
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if !(isClass _config) exitwith {false};
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if !(isArray (_config >> "litter")) exitwith {};
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private _litter = getArray (_config >> "litter");
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private _createLitter = {
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params ["_unit", "_litterClass"];
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// @TODO: handle carriers over water
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// For now, don't spawn litter if we are over water to avoid floating litter
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if (surfaceIsWater (getPos _unit)) exitWith { false };
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private _position = getPosATL _unit;
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_position params ["_posX", "_posY", "_posZ"];
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_position = [_posX + (random 2) - 1, _posY + (random 2) - 1, _posZ];
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private _direction = (random 360);
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// Create the litter, and timeout the event based on the cleanup delay
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// The cleanup delay for events in MP is handled by the server side
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[QGVAR(createLitter), [_litterClass, _position, _direction], 0] call EFUNC(common,syncedEvent);
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true
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};
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private _createdLitter = [];
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{
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if (_x isEqualType []) then {
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if (count _x < MIN_ENTRIES_LITTER_CONFIG) exitwith {};
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_x params ["_selection", "_litterCondition", "_litterOptions"];
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if (toLower _selection in [toLower _selectionName, "all"]) then { // in is case sensitve. We can be forgiving here, so lets use toLower.
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if (isnil _litterCondition) then {
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_litterCondition = if (_litterCondition != "") then {compile _litterCondition} else {{true}};
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} else {
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_litterCondition = missionNamespace getVariable _litterCondition;
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if (!(_litterCondition isEqualType {})) then {_litterCondition = {false}};
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};
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if !([_caller, _target, _selectionName, _className, _usersOfItems, _bloodLossOnSelection] call _litterCondition) exitwith {};
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if (_litterOptions isEqualType []) then {
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// Loop through through the litter options and place the litter
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{
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if (_x isEqualType [] && {(count _x > 0)}) then {
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[_target, selectRandom _x] call _createLitter;
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};
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if (_x isEqualType "") then {
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[_target, _x] call _createLitter;
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};
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} foreach _litterOptions;
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};
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};
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};
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} foreach _litter;
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