ACE3/addons/medical_ai/functions/fnc_playTreatmentAnim.sqf
BaerMitUmlaut 278e7fa800 Add Medical AI implementation for basic medical (#4311)
* Initial commit medical AI

* Finished non-healing functions

* Initial work on self healin

* AI healing

* Finished medical AI for basic medical

* Finito

* Fix for dead units, medic not being close enough

* Make ace_medical required

* Fixed double systemChat

* Made AI units able to heal players

* Fixed wound treatment

* Fixed medic movement

* Made units heal themselves earlier
2016-09-04 11:25:03 +02:00

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/*
* Author: BaerMitUmlaut
* Plays the corresponding treatment animation.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Is bandage <BOOL>
* 2: Is self treatment <BOOL>
*
* Return Value:
* Nothing
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_isBandage", "_isSelfTreatment"];
if (vehicle _unit != _unit) exitWith {};
private _animConfig = if (_isBandage) then {
configFile >> "ACE_Medical_Actions" >> "Basic" >> "Bandage";
} else {
configFile >> "ACE_Medical_Actions" >> "Basic" >> "Morphine";
};
private _configProperty = "animationCaller";
if (_isSelfTreatment) then {
_configProperty = _configProperty + "Self";
};
if (stance _unit == "PRONE") then {
_configProperty = _configProperty + "Prone";
};
private _anim = getText (_animConfig >> _configProperty);
private _wpn = ["non", "rfl", "pst"] select (1 + ([primaryWeapon _unit, handgunWeapon _unit] find (currentWeapon _unit)));
_anim = [_anim, "[wpn]", _wpn] call CBA_fnc_replace;
[_unit, _anim] call EFUNC(common,doAnimation);