ACE3/addons/medical_ai/functions/fnc_playTreatmentAnim.sqf
2018-07-30 10:22:14 +01:00

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#include "script_component.hpp"
/*
* Author: BaerMitUmlaut
* Plays the corresponding treatment animation.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Is bandage <BOOL>
* 2: Is self treatment <BOOL>
*
* Return Value:
* None
*
* Example:
* [bob, true, true] call ACE_medical_ai_fnc_playTreatmentAnim
*
* Public: No
*/
params ["_unit", "_isBandage", "_isSelfTreatment"];
if (vehicle _unit != _unit) exitWith {};
private _animConfig = if (_isBandage) then {
configFile >> "ACE_Medical_Actions" >> "Basic" >> "BasicBandage";
} 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 = switch (true) do {
case ((currentWeapon _unit) == ""): {"non"};
case ((currentWeapon _unit) == (primaryWeapon _unit)): {"rfl"};
case ((currentWeapon _unit) == (handgunWeapon _unit)): {"pst"};
default {"non"};
};
_anim = [_anim, "[wpn]", _wpn] call CBA_fnc_replace;
[_unit, _anim] call EFUNC(common,doAnimation);