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Conflicts: addons/medical/functions/fnc_actionCheckBloodPressure.sqf addons/medical/functions/fnc_actionCheckBloodPressureLocal.sqf addons/medical/functions/fnc_actionCheckPulse.sqf addons/medical/functions/fnc_actionCheckPulseLocal.sqf addons/medical/functions/fnc_actionDiagnose.sqf addons/medical/functions/fnc_actionRemoveTourniquet.sqf addons/medical/functions/fnc_addHeartRateAdjustment.sqf addons/medical/functions/fnc_addToInjuredCollection.sqf addons/medical/functions/fnc_addUnconsciousCondition.sqf addons/medical/functions/fnc_addVitalLoop.sqf addons/medical/functions/fnc_canTreat.sqf addons/medical/functions/fnc_copyDeadBody.sqf addons/medical/functions/fnc_createLitter.sqf addons/medical/functions/fnc_determineIfFatal.sqf addons/medical/functions/fnc_getBloodLoss.sqf addons/medical/functions/fnc_getBloodPressure.sqf addons/medical/functions/fnc_getBloodVolumeChange.sqf addons/medical/functions/fnc_getCardiacOutput.sqf addons/medical/functions/fnc_getHeartRateChange.sqf addons/medical/functions/fnc_getTriageStatus.sqf addons/medical/functions/fnc_getUnconsciousCondition.sqf addons/medical/functions/fnc_handleBandageOpening.sqf addons/medical/functions/fnc_handleCollisionDamage.sqf addons/medical/functions/fnc_handleDamage.sqf addons/medical/functions/fnc_handleDamage_advanced.sqf addons/medical/functions/fnc_handleDamage_advancedSetDamage.sqf addons/medical/functions/fnc_handleDamage_airway.sqf addons/medical/functions/fnc_handleDamage_caching.sqf addons/medical/functions/fnc_handleDamage_fractures.sqf addons/medical/functions/fnc_handleDamage_internalInjuries.sqf addons/medical/functions/fnc_handleDamage_wounds.sqf addons/medical/functions/fnc_handleDamage_woundsOld.sqf addons/medical/functions/fnc_hasMedicalEnabled.sqf addons/medical/functions/fnc_hasTourniquetAppliedTo.sqf addons/medical/functions/fnc_isInStableCondition.sqf addons/medical/functions/fnc_isMedicalVehicle.sqf addons/medical/functions/fnc_itemCheck.sqf addons/medical/functions/fnc_medicationEffectLoop.sqf addons/medical/functions/fnc_modifyMedicalAction.sqf addons/medical/functions/fnc_moduleAdvancedMedicalSettings.sqf addons/medical/functions/fnc_moduleAssignMedicalFacility.sqf addons/medical/functions/fnc_moduleBasicMedicalSettings.sqf addons/medical/functions/fnc_moduleReviveSettings.sqf addons/medical/functions/fnc_parseConfigForInjuries.sqf addons/medical/functions/fnc_playInjuredSound.sqf addons/medical/functions/fnc_reviveStateLoop.sqf addons/medical/functions/fnc_selectionNameToNumber.sqf addons/medical/functions/fnc_setDead.sqf addons/medical/functions/fnc_setHitPointDamage.sqf addons/medical/functions/fnc_setStructuralDamage.sqf addons/medical/functions/fnc_setUnconscious.sqf addons/medical/functions/fnc_showBloodEffect.sqf addons/medical/functions/fnc_treatment.sqf addons/medical/functions/fnc_treatmentAdvanced_CPR.sqf addons/medical/functions/fnc_treatmentAdvanced_CPRLocal.sqf addons/medical/functions/fnc_treatmentAdvanced_bandage.sqf addons/medical/functions/fnc_treatmentAdvanced_bandageLocal.sqf addons/medical/functions/fnc_treatmentAdvanced_fullHeal.sqf addons/medical/functions/fnc_treatmentAdvanced_fullHealLocal.sqf addons/medical/functions/fnc_treatmentAdvanced_medication.sqf addons/medical/functions/fnc_treatmentAdvanced_medicationLocal.sqf addons/medical/functions/fnc_treatmentBasic_bloodbag.sqf addons/medical/functions/fnc_treatmentBasic_bloodbagLocal.sqf addons/medical/functions/fnc_treatmentBasic_epipen.sqf addons/medical/functions/fnc_treatmentBasic_morphine.sqf addons/medical/functions/fnc_treatmentBasic_morphineLocal.sqf addons/medical/functions/fnc_treatmentIV.sqf addons/medical/functions/fnc_treatmentIVLocal.sqf addons/medical/functions/fnc_treatmentTourniquet.sqf addons/medical/functions/fnc_treatmentTourniquetLocal.sqf addons/medical/functions/fnc_treatment_failure.sqf addons/medical/functions/fnc_treatment_success.sqf addons/medical/functions/fnc_unconsciousPFH.sqf addons/medical/functions/fnc_useItem.sqf addons/medical/functions/fnc_vitalLoop.sqf addons/medical_blood/functions/fnc_hit.sqf addons/medical_treatment/functions/fnc_hasItem.sqf addons/medical_treatment/functions/fnc_useItems.sqf
89 lines
2.9 KiB
Plaintext
89 lines
2.9 KiB
Plaintext
/*
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* Author: BaerMitUmlaut
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* Makes a medic heal the next unit that needs treatment.
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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_healUnit
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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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// Can't heal other units when unconscious
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if (_this getVariable ["ACE_isUnconscious", false]) 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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// Find next unit to treat
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private _healQueue = _this getVariable [QGVAR(healQueue), []];
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private _target = _healQueue select 0;
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// If unit died or was healed, be lazy and wait for the next tick
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if (isNull _target || {!alive _target} || {!(_target call FUNC(isInjured))}) exitWith {
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_target forceSpeed -1;
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_healQueue deleteAt 0;
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_this getVariable [QGVAR(healQueue), _healQueue];
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_this forceSpeed -1;
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// return to formation instead of going where the injured unit was if it healed itself in the mean time
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_this doFollow leader _this;
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_this setVariable [QGVAR(movingToInjured), false];
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#ifdef DEBUG_MODE_FULL
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systemChat format ["%1 finished healing %2", _this, _target];
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#endif
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};
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// Move to target...
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if (_this distance _target > 2) exitWith {
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if !(_this getVariable [QGVAR(movingToInjured), false]) then {
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_this setVariable [QGVAR(movingToInjured), true];
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_this doMove getPosATL _target;
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};
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};
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_this setVariable [QGVAR(movingToInjured), false];
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// ...and make sure medic and target don't move
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_this forceSpeed 0;
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_target forceSpeed 0;
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private _needsBandaging = ([_target] call EFUNC(medical,getBloodLoss)) > 0;
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private _needsMorphine = (_target getVariable [QEGVAR(medical,pain), 0]) > 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 = _target 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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[_target, "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 on %3", _this, _selection, _target];
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#endif
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// Play animation
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[_this, true, false] 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, false] 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 %2 morphine", _this, _target];
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#endif
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};
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};
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