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278e7fa800
* 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
39 lines
1.0 KiB
Plaintext
39 lines
1.0 KiB
Plaintext
/*
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* Author: BaerMitUmlaut
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* Plays the corresponding treatment animation.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Is bandage <BOOL>
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* 2: Is self treatment <BOOL>
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*
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* Return Value:
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* Nothing
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_isBandage", "_isSelfTreatment"];
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if (vehicle _unit != _unit) exitWith {};
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private _animConfig = if (_isBandage) then {
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configFile >> "ACE_Medical_Actions" >> "Basic" >> "Bandage";
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} else {
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configFile >> "ACE_Medical_Actions" >> "Basic" >> "Morphine";
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};
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private _configProperty = "animationCaller";
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if (_isSelfTreatment) then {
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_configProperty = _configProperty + "Self";
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};
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if (stance _unit == "PRONE") then {
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_configProperty = _configProperty + "Prone";
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};
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private _anim = getText (_animConfig >> _configProperty);
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private _wpn = ["non", "rfl", "pst"] select (1 + ([primaryWeapon _unit, handgunWeapon _unit] find (currentWeapon _unit)));
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_anim = [_anim, "[wpn]", _wpn] call CBA_fnc_replace;
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[_unit, _anim] call EFUNC(common,doAnimation);
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