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e56cc0d74e
* 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 * cleanup * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * formating, rename bone images * 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
72 lines
2.0 KiB
Plaintext
72 lines
2.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: KoffeinFlummi, Glowbal
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* Callback when the treatment is completed
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*
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* Arguments:
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* 0: The medic <OBJECT>
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* 1: The patient <OBJECT>
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* 2: Body part <STRING>
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* 3: Treatment class name <STRING>
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* 4: Items available <ARRAY<STRING>>
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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params ["_args"];
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_args params ["_caller", "_target", "_bodyPart", "_className", "_items", "_usersOfItems"];
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// switch to end anim immediately
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private _endInAnim = _caller getVariable QGVAR(endInAnim);
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if (!isNil "_endInAnim") then {
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if (animationState _caller != _endInAnim) then {
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[_caller, _endInAnim, 2] call EFUNC(common,doAnimation);
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};
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_caller setVariable [QGVAR(endInAnim), nil];
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TRACE_1("abort",_endInAnim);
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};
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// reset sped up animations
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[QEGVAR(common,setAnimSpeedCoef), [_caller, 1]] call CBA_fnc_globalEvent;
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// Record specific callback
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private _config = configFile >> QGVAR(Actions) >> _className;
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private _callback = getText (_config >> "callbackSuccess");
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if (isNil _callback) then {
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_callback = compile _callback;
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} else {
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_callback = missionNamespace getVariable _callback;
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};
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if !(_callback isEqualType {}) then {
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_callback = {TRACE_1("callback was NOT code",_callback)};
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};
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//Get current blood loose on limb (for "bloody" litter)
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private _bloodLossOnBodyPart = 0;
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private _partIndex = (ALL_BODY_PARTS find toLower _bodyPart) max 0;
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// Add all bleeding from wounds on selection
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private _openWounds = _target getVariable [QEGVAR(medical,openWounds), []];
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{
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_x params ["", "_bodyPartN", "_amountOf", "_percentageOpen"];
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if (_bodyPartN isEqualTo _partIndex) then {
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_bloodLossOnBodyPart = _bloodLossOnBodyPart + (_amountOf * _percentageOpen);
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};
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} forEach _openWounds;
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TRACE_1("advanced",_bloodLossOnBodyPart);
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_args call _callback;
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_args pushBack _bloodLossOnBodyPart;
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_args call FUNC(litterCreate);
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["ace_treatmentSucceded", [_caller, _target, _bodyPart, _className]] call CBA_fnc_localEvent;
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