ACE3/addons/medical_treatment/functions/fnc_surgicalKitProgress.sqf
GhostIsSpooky 374a5b632f
Medical - Refactor Clear Trauma Setting (#8345)
* Refactor Clear Trauma

Add in setting for clearing trauma after stitching a wound, make clearing trauma after bandage clear trauma of individual wounds as they're bandaged instead of all at once when fully bandaged.

* Make git diff slightly prettier.

* Update fnc_bandageLocal.sqf

* Style pass

* once more for the diff

* fix stupid

* Ddd trauma/visuals on bandage reopening
2021-10-12 10:08:10 +02:00

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#include "script_component.hpp"
/*
* Author: BaerMitUmlaut, mharis001
* Handles the surgical kit treatment by periodically closing bandaged wounds.
*
* Arguments:
* 0: Arguments <ARRAY>
* 0: Medic (not used) <OBJECT>
* 1: Patient <OBJECT>
* 1: Elapsed Time <NUMBER>
* 2: Total Time <NUMBER>
*
* Return Value:
* Continue Treatment <BOOL>
*
* Example:
* [[objNull, player], 5, 10] call ace_medical_treatment_fnc_surgicalKitProgress
*
* Public: No
*/
params ["_args", "_elapsedTime", "_totalTime"];
_args params ["", "_patient"];
private _stitchableWounds = _patient call FUNC(getStitchableWounds);
// Stop treatment if there are no wounds that can be stitched remaining
if (_stitchableWounds isEqualTo []) exitWith {false};
// Not enough time has elapsed to stitch a wound
if (_totalTime - _elapsedTime > (count _stitchableWounds - 1) * GVAR(woundStitchTime)) exitWith {true};
private _bandagedWounds = GET_BANDAGED_WOUNDS(_patient);
private _stitchedWounds = GET_STITCHED_WOUNDS(_patient);
// Remove the first stitchable wound from the bandaged wounds
private _treatedWound = _bandagedWounds deleteAt (_bandagedWounds find (_stitchableWounds select 0));
_treatedWound params ["_treatedID", "_treatedBodyPartN", "_treatedAmountOf", "", "_treatedDamageOf"];
// Check if we need to add a new stitched wound or increase the amount of an existing one
private _woundIndex = _stitchedWounds findIf {
_x params ["_classID", "_bodyPartN"];
_classID == _treatedID && {_bodyPartN == _treatedBodyPartN}
};
if (_woundIndex == -1) then {
_stitchedWounds pushBack _treatedWound;
} else {
private _wound = _stitchedWounds select _woundIndex;
_wound set [2, (_wound select 2) + _treatedAmountOf];
};
if (GVAR(clearTrauma) == 1) then {
TRACE_2("clearTrauma - clearing trauma after stitching",_partIndex,_treatedWound);
private _bodyPartDamage = _patient getVariable [QEGVAR(medical,bodyPartDamage), []];
_bodyPartDamage set [_treatedBodyPartN, (_bodyPartDamage select _treatedBodyPartN) - _treatedDamageOf];
_patient setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
TRACE_2("clearTrauma - healed damage",_partIndex,_treatedDamageOf);
switch (_treatedBodyPartN) do {
case 0: { [_patient, true, false, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
case 1: { [_patient, false, true, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
case 2;
case 3: { [_patient, false, false, true, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
default { [_patient, false, false, false, true] call EFUNC(medical_engine,updateBodyPartVisuals); };
};
};
_patient setVariable [VAR_BANDAGED_WOUNDS, _bandagedWounds, true];
_patient setVariable [VAR_STITCHED_WOUNDS, _stitchedWounds, true];
// Check if we fixed limping by stitching this wound (only for leg wounds)
if (EGVAR(medical,limping) == 2 && {_patient getVariable [QEGVAR(medical,isLimping), false]} && {_treatedBodyPartN > 3}) then {
TRACE_3("Updating damage effects",_patient,_treatedBodyPartN,local _patient);
[QEGVAR(medical_engine,updateDamageEffects), _patient, _patient] call CBA_fnc_targetEvent;
};
true