ACE3/addons/medical_engine/functions/fnc_updateDamageEffects.sqf
mharis001 44050df98b Medical Treatment - Modernize and Cleanup (#6933)
* Modernize and cleanup medical_treatment

* One line for each old public function

* Fix litterCleanupDelay name

* Improve adjustment calcs / wound blood loss / medications

fix func descriptions

Calc wound blood loss on events

reorder includes so scritpmacroMed has global effect

trivial optimization for getCardiacOutput

Fix var

Fix wounds not reopening (nil _category)

Fix surgical kit inherting canBandage conditional

debug hitpoints

Update ACE_Medical_Treatment_Actions.hpp

Use woundBleeding for IS_BLEEDING macro

rework medication vars

comments

Reset var in init / fullHeal

Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* Change wound data array

Drop unique id and merge classId and category

* Splinting and treatment and gui

* Add arm fractures and aim effects

* localizations and event

* fix

* fix merge for renamed files

* Fixes and code review changes

* Move medical logs clearing to treatment

* More cleanup work

* cleanup

* Apply suggestions from code review

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* formating, rename bone images

* Fix args for setDead call in actionPlaceInBodyBag

* Apply suggestions from code review

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* disable calls to extension

* Update fnc_onMedicationUsage.sqf

* Medical - Skip unneeded setVars on initUnit (#6949)

*  Medical - Transfer state machine state on locality (#6950)

* Medical - Transfer state machine state on locality

* Fix feedback isUnconscious var

* Exclude AI

* Make UAV excludes consistant, formating

* Update fnc_treatmentFullHealLocal.sqf

* reset fractures on respawn

* Fix merge

* Add PAK time coefficient setting

* Fix medication

* Add ace_medical_replacementItems config array

* checkItems performance improvement

* Treatment - cap max animation speed (#6995)

* Treatment - cap max animation speed

and add lock to prevent AF from reseting anim

* Update fnc_getBandageTime.sqf

* Use local version of setAnimSpeedCoef

* Revert "Use local version of setAnimSpeedCoef"

This reverts commit 36c22a9047.

* Move replacementItems compiling to preInit

* Improve replacementItems compiling

* Cleanup splint functions, use macros for fractures

* Rename splintCondition to canSplint

* Add cprCreatesPulse setting

* Cleanup remaining functions

* Capitalize stringtable entry names

* getStitchTime function and fix treatment locations

* Update addons/medical_treatment/functions/fnc_getHealTime.sqf

Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
2019-06-03 10:31:46 -05:00

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#include "script_component.hpp"
/*
* Author: commy2, PabstMirror
* Updates damage effects for limping and fractures
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Limping (optional, default: true) <BOOLEAN>
*
* Return Value:
* None
*
* Example:
* [player] call ace_medical_engine_fnc_updateDamageEffects
*
* Public: No
*/
params [["_unit", objNull, [objNull]]];
if (!local _unit) exitWith { ERROR("Unit not local or null"); };
private _isLimping = false;
if (EGVAR(medical,fractures) > 0) then {
private _fractures = GET_FRACTURES(_unit);
TRACE_1("",_fractures);
if (((_fractures select 4) == 1) || {(_fractures select 5) == 1}) then {
TRACE_1("limping because of fracture",_fractures);
_isLimping = true;
};
private _aimFracture = 0;
if ((_fractures select 2) == 1) then { _aimFracture = _aimFracture + 4; };
if ((_fractures select 3) == 1) then { _aimFracture = _aimFracture + 4; };
if (EGVAR(medical,fractures) == 2) then { // the limp with a splint will still cause effects
private _isSprintBlocked = ((_fractures select 4) == -1) || {(_fractures select 5) == -1}; // block sprinting if we have a leg splint on
if (_isSprintBlocked || {!isSprintAllowed _unit}) then { // only update status effect if we need to
TRACE_1("updating status effect",_isSprintBlocked);
[_unit, "blockSprint", QEGVAR(medical,fracture), _isSprintBlocked] call EFUNC(common,statusEffect_set);
};
if ((_fractures select 2) == 1) then { _aimFracture = _aimFracture + 2; };
if ((_fractures select 3) == 1) then { _aimFracture = _aimFracture + 2; };
};
_unit setVariable [QGVAR(aimFracture), _aimFracture, false]; // local only var, used in ace_medical's postInit to set ACE_setCustomAimCoef
};
if (!_isLimping && {EGVAR(medical,limping) > 0}) then {
private _woundsToCheck = _unit getVariable [QEGVAR(medical,openWounds), []];
if (EGVAR(medical,limping) == 2) then {
_woundsToCheck = _woundsToCheck + (_unit getVariable [QEGVAR(medical,bandagedWounds), []]); // do not append
};
{
_x params ["_xClassID", "_xBodyPartN", "_xAmountOf", "", "_xDamage"];
if ((_xBodyPartN > 3) && {_xAmountOf > 0} && {_xDamage > LIMPING_DAMAGE_THRESHOLD} && {
(EGVAR(medical_damage,woundsData) select (_xClassID / 10)) select 7}) exitWith { // select _causeLimping from woundsData
TRACE_1("limping because of wound",_x);
_isLimping = true;
};
} forEach _woundsToCheck;
};
_unit setVariable [QEGVAR(medical,isLimping), _isLimping, true];
// refresh
private _isDamaged = _unit getHitPointDamage "HitLegs" >= DAMAGED_MIN_THRESHOLD && {_unit getHitPointDamage "HitLegs" != LIMPING_MIN_DAMAGE};
[_unit, "Legs", _isDamaged] call FUNC(damageBodyPart);