mirror of
https://github.com/acemod/ACE3.git
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44050df98b
* 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>
85 lines
2.5 KiB
Plaintext
85 lines
2.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal
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* Local callback for fully healing a patient.
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*
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* Arguments:
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* 0: Patient <OBJECT>
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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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* [player] call ace_medical_treatment_fnc_fullHealLocal
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*
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* Public: No
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*/
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params ["_patient"];
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if (!alive _patient) exitWith {};
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// Treatment conditions would normally limit full heal to non-unconscious units
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// However, this may be called externally (through Zeus)
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if IN_CRDC_ARRST(_patient) then {
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TRACE_1("Exiting cardiac arrest",_patient);
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[QEGVAR(medical,CPRSucceeded), _patient] call CBA_fnc_localEvent;
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};
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if IS_UNCONSCIOUS(_patient) then {
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TRACE_1("Waking up",_patient);
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// Wake patient up first or unconscious variables will be reset
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[QEGVAR(medical,WakeUp), _patient] call CBA_fnc_localEvent;
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};
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_patient setVariable [VAR_PAIN, 0, true];
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_patient setVariable [VAR_BLOOD_VOL, DEFAULT_BLOOD_VOLUME, true];
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// Tourniquets
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_patient setVariable [VAR_TOURNIQUET, DEFAULT_TOURNIQUET_VALUES, true];
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_patient setVariable [QGVAR(occludedMedications), nil, true];
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// Wounds and Injuries
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_patient setVariable [QEGVAR(medical,openWounds), [], true];
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_patient setVariable [QEGVAR(medical,bandagedWounds), [], true];
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_patient setVariable [QEGVAR(medical,stitchedWounds), [], true];
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_patient setVariable [QEGVAR(medical,isLimping), false, true];
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_patient setVariable [VAR_FRACTURES, DEFAULT_FRACTURE_VALUES, true];
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// Update wound bleeding
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[_patient] call EFUNC(medical_status,updateWoundBloodLoss);
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// Vitals
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_patient setVariable [VAR_HEART_RATE, DEFAULT_HEART_RATE, true];
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_patient setVariable [VAR_BLOOD_PRESS, [80, 120], true];
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_patient setVariable [VAR_PERIPH_RES, DEFAULT_PERIPH_RES, true];
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// IVs
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_patient setVariable [QEGVAR(medical,ivBags), nil, true];
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// Damage storage
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_patient setVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0], true];
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#ifdef DEBUG_TESTRESULTS
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_patient setVariable [QEGVAR(medical,bodyPartStatus), [0,0,0,0,0,0], true];
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#endif
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// Generic medical admin
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_patient setVariable [VAR_CRDC_ARRST, false, true];
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_patient setVariable [VAR_UNCON, false, true];
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_patient setVariable [VAR_HEMORRHAGE, 0, true];
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_patient setVariable [VAR_IN_PAIN, false, true];
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_patient setVariable [VAR_PAIN_SUPP, 0, true];
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// Medication
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_patient setVariable [VAR_MEDICATIONS, [], true];
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// Reset triage card since medication is reset
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_patient setVariable [QEGVAR(medical,triageCard), [], true];
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[_patient] call EFUNC(medical_engine,updateDamageEffects);
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// Reset damage
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_patient setDamage 0;
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[QEGVAR(medical,FullHeal), _patient] call CBA_fnc_localEvent;
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