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374a5b632f
* 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
80 lines
3.2 KiB
Plaintext
80 lines
3.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut, mharis001
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* Handles the surgical kit treatment by periodically closing bandaged wounds.
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*
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* Arguments:
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* 0: Arguments <ARRAY>
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* 0: Medic (not used) <OBJECT>
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* 1: Patient <OBJECT>
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* 1: Elapsed Time <NUMBER>
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* 2: Total Time <NUMBER>
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*
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* Return Value:
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* Continue Treatment <BOOL>
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*
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* Example:
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* [[objNull, player], 5, 10] call ace_medical_treatment_fnc_surgicalKitProgress
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*
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* Public: No
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*/
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params ["_args", "_elapsedTime", "_totalTime"];
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_args params ["", "_patient"];
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private _stitchableWounds = _patient call FUNC(getStitchableWounds);
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// Stop treatment if there are no wounds that can be stitched remaining
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if (_stitchableWounds isEqualTo []) exitWith {false};
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// Not enough time has elapsed to stitch a wound
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if (_totalTime - _elapsedTime > (count _stitchableWounds - 1) * GVAR(woundStitchTime)) exitWith {true};
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private _bandagedWounds = GET_BANDAGED_WOUNDS(_patient);
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private _stitchedWounds = GET_STITCHED_WOUNDS(_patient);
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// Remove the first stitchable wound from the bandaged wounds
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private _treatedWound = _bandagedWounds deleteAt (_bandagedWounds find (_stitchableWounds select 0));
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_treatedWound params ["_treatedID", "_treatedBodyPartN", "_treatedAmountOf", "", "_treatedDamageOf"];
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// Check if we need to add a new stitched wound or increase the amount of an existing one
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private _woundIndex = _stitchedWounds findIf {
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_x params ["_classID", "_bodyPartN"];
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_classID == _treatedID && {_bodyPartN == _treatedBodyPartN}
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};
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if (_woundIndex == -1) then {
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_stitchedWounds pushBack _treatedWound;
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} else {
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private _wound = _stitchedWounds select _woundIndex;
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_wound set [2, (_wound select 2) + _treatedAmountOf];
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};
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if (GVAR(clearTrauma) == 1) then {
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TRACE_2("clearTrauma - clearing trauma after stitching",_partIndex,_treatedWound);
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private _bodyPartDamage = _patient getVariable [QEGVAR(medical,bodyPartDamage), []];
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_bodyPartDamage set [_treatedBodyPartN, (_bodyPartDamage select _treatedBodyPartN) - _treatedDamageOf];
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_patient setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
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TRACE_2("clearTrauma - healed damage",_partIndex,_treatedDamageOf);
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switch (_treatedBodyPartN) do {
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case 0: { [_patient, true, false, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
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case 1: { [_patient, false, true, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
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case 2;
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case 3: { [_patient, false, false, true, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
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default { [_patient, false, false, false, true] call EFUNC(medical_engine,updateBodyPartVisuals); };
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};
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};
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_patient setVariable [VAR_BANDAGED_WOUNDS, _bandagedWounds, true];
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_patient setVariable [VAR_STITCHED_WOUNDS, _stitchedWounds, true];
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// Check if we fixed limping by stitching this wound (only for leg wounds)
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if (EGVAR(medical,limping) == 2 && {_patient getVariable [QEGVAR(medical,isLimping), false]} && {_treatedBodyPartN > 3}) then {
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TRACE_3("Updating damage effects",_patient,_treatedBodyPartN,local _patient);
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[QEGVAR(medical_engine,updateDamageEffects), _patient, _patient] call CBA_fnc_targetEvent;
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};
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true
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