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b8a9376a65
* add colored bodybags * fix dogtags, add icons, revert item model to original * Retexture ace's item model * Keep original vehicle classname * Update fnc_placeInBodyBagOrGrave.sqf * fix displayName --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com>
34 lines
1013 B
Plaintext
34 lines
1013 B
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Glowbal, drofseh
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* Places a dead body inside a body bag.
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*
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* Arguments:
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* 0: Medic <OBJECT>
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* 1: Patient <OBJECT>
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* 2: Body Part (unused) <STRING>
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* 3: Treatment (unused) <STRING>
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* 4: Item user (unused) <OBJECT>
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* 5: Body bag classname <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, cursorObject] call ace_medical_treatment_fnc_placeInBodyBag
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*
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* Public: No
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*/
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params ["_medic", "_patient", "", "", "", "_item"];
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TRACE_1("placeInBodyBag",_patient);
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if ((alive _patient) && {!GVAR(allowBodyBagUnconscious)}) exitWith {
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[_medic, _item] call EFUNC(common,addToInventory); // re-add slighly used bodybag?
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[LSTRING(bodybagWhileStillAlive)] call EFUNC(common,displayTextStructured);
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};
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// Body bag needs to be a little higher to prevent it from flipping
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private _bodyBagClass = getText (configFile >> "CfgWeapons" >> _item >> QGVAR(bodyBagObject));
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[_this, _bodyBagClass, [0, 0, 0.2], 0, false] call FUNC(placeInBodyBagOrGrave);
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