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05e4f74e73
* Medical AI - Adjust healing logic for rewrite - move state machine from config to sqf - move all healing logic to seperate func - attempt to handle healing for new system * prioritize unitReady medics * move setting to subcategory under medical * Use faster GET_WOUND_BLEEDING * Update fnc_healingLogic.sqf * Update for wound array changes * Update treatment events changes * Fractures/splint * formating / use GET_OPEN_WOUNDS * Use non-localized medical category
35 lines
914 B
Plaintext
35 lines
914 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Checks if there is a medic available in the unit's group.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* Can request medic <BOOL>
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*
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* Example:
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* player call ACE_medical_ai_fnc_canRequestMedic
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*
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* Public: No
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*/
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// Note: Although an unconscious unit cannot call for a medic itself,
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// we ignore this here. We need to "notice" the medic that he should
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// treat other units, or else he won't do anything on his own.
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if ([_this] call EFUNC(medical_treatment,isMedic) || {vehicle _this != _this}) exitWith {false};
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// Search for a medic, prioritize unitReady
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private _medic = objNull;
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{
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if ([_x] call EFUNC(medical_treatment,isMedic) && {!([_x] call EFUNC(common,isPlayer))} && {
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_medic = _x;
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(unitReady _medic)
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}) exitWith {};
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} forEach (units _this);
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_this setVariable [QGVAR(assignedMedic), _medic];
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!isNull _medic
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