ACE3/addons/medical_treatment/functions/fnc_isMedic.sqf
Thomas Kooi 36f2c5fcc9 Minor code clean up (#6474)
* Minor code clean up
* refactor(medical): shorten some code
* refactor(medical): use macros for tourniquets
* refactor(medical): pull cache expiry values into script_macros_medical
2018-07-29 22:43:14 +01:00

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/*
* Author: Glowbal, KoffeinFlummi
* Check if a unit is any medical class
*
* Arguments:
* 0: The Unit <OBJECT>
* 1: Class <NUMBER> (default: 1)
*
* Return Value:
* Is in of medic class <BOOL>
*
* Example:
* [player] call ace_medical_treatment_fnc_isMedic
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", ["_medicN", 1]];
private _class = _unit getVariable [QEGVAR(medical,medicClass), [0, 1] select (_unit getUnitTrait "medic")];
if (_class >= _medicN min EGVAR(medical,medicSetting)) exitWith {true};
if (!EGVAR(medical,increaseTrainingInLocations)) exitWith {false};
if (([_unit] call FUNC(isInMedicalVehicle)) || {[_unit] call FUNC(isInMedicalFacility)}) then {
_class = _class + 1; //boost by one: untrained becomes medic, medic becomes doctor
};
_class >= _medicN min EGVAR(medical,medicSetting);