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>
73 lines
2.5 KiB
Plaintext
73 lines
2.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: SilentSpike
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* Finds the wound most effective to bandage on the given bodypart of the patient for the given bandage type.
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*
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* Arguments:
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* 0: Patient <OBJECT>
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* 1: Treatment classname <STRING>
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* 2: Body part index <NUMBER>
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*
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* Return Value:
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* [Wound, Index, Effectiveness] <ARRAY, NUMBER, NUMBER>
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*
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* Public: No
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*/
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params ["_patient", "_bandage", "_partIndex"];
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// Get the default effectiveness for the used bandage
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private _config = configFile >> QUOTE(ADDON) >> "Bandaging";
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private _effectiveness = getNumber (_config >> "effectiveness");
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if (isClass (_config >> _bandage)) then {
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_config = (_config >> _bandage);
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if (isNumber (_config >> "effectiveness")) then {
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_effectiveness = getNumber (_config >> "effectiveness");
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};
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};
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// Iterate over open wounds to find the most effective target
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private _openWounds = _patient getVariable [QEGVAR(medical,openWounds), []];
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if (_openWounds isEqualTo []) exitWith { [EMPTY_WOUND, -1, -1] };
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private _wound = EMPTY_WOUND;
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private _woundIndex = -1;
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private _effectivenessFound = -1;
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{
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_x params ["_classID", "_partIndexN", "_amountOf", "_bleeding", "_damage"];
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// Ignore wounds on other bodyparts
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if (_partIndexN == _partIndex) then {
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private _woundEffectiveness = _effectiveness;
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// Select the classname from the wound classname storage
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private _className = EGVAR(medical_damage,woundClassNamesComplex) select _classID;
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// Get the effectiveness of the bandage on this wound type
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if (isClass (_config >> _className)) then {
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private _woundTreatmentConfig = _config >> _className;
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if (isNumber (_woundTreatmentConfig >> "effectiveness")) then {
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_woundEffectiveness = getNumber (_woundTreatmentConfig >> "effectiveness");
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};
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} else {
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// Basic medical bandage just has a base level config (same effectivenes for all wound types)
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if (_bandage != "BasicBandage") then {
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WARNING_2("No config for wound type [%1] config base [%2]",_className,_config);
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};
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};
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// Track most effective found so far
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if (_woundEffectiveness * _amountOf * _bleeding > _effectivenessFound * (_wound select 3) * (_wound select 4)) then {
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_effectivenessFound = _woundEffectiveness;
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_woundIndex = _forEachIndex;
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_wound = _x;
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};
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};
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} forEach _openWounds;
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[_wound, _woundIndex, _effectivenessFound]
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