ACE3/addons/medical_ai/functions/fnc_isInjured.sqf
PabstMirror 5c4dbdcbda Merge branch 'master' into medical-rewrite
Conflicts:
	addons/medical/ACE_Settings.hpp
	addons/medical/XEH_postInit.sqf
	addons/medical/functions/fnc_adjustPainLevel.sqf
	addons/medical/functions/fnc_copyDeadBody.sqf
	addons/medical/functions/fnc_getTriageStatus.sqf
	addons/medical/functions/fnc_handleBandageOpening.sqf
	addons/medical/functions/fnc_handleCollisionDamage.sqf
	addons/medical/functions/fnc_handleDamage_fractures.sqf
	addons/medical/functions/fnc_handleDamage_woundsOld.sqf
	addons/medical/functions/fnc_init.sqf
	addons/medical/functions/fnc_moduleAssignMedicalFacility.sqf
	addons/medical/functions/fnc_parseConfigForInjuries.sqf
	addons/medical/functions/fnc_setDead.sqf
	addons/medical/functions/fnc_setHitPointDamage.sqf
	addons/medical/functions/fnc_setUnconscious.sqf
	addons/medical/functions/fnc_showBloodEffect.sqf
	addons/medical/functions/fnc_unconsciousPFH.sqf
	addons/medical/stringtable.xml
	addons/medical_ai/functions/fnc_healUnit.sqf
	addons/medical_ai/functions/fnc_isInjured.sqf
	addons/medical_menu/functions/fnc_handleUI_DisplayOptions.sqf
2017-10-24 16:13:12 -05:00

25 lines
549 B
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/*
* Author: BaerMitUmlaut
* Checks if a unit needs treatment.
*
* Arguments:
* Unit <OBJECT>
*
* Return Value:
* Does unit need treatment <BOOL>
*
* Example:
* player call ACE_medical_ai_fnc_isInjured
*
* Public: No
*/
#include "script_component.hpp"
if !(alive _this) exitWith {false};
private _bloodLoss = [_this] call EFUNC(medical,getBloodLoss);
private _pain = [_this] call EFUNC(medical,getPainLevel);
private _unconscious = _this getVariable ["ACE_isUnconscious", false];
(_bloodLoss > 0) || {_pain > 0.2} || _unconscious