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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
25 lines
549 B
Plaintext
25 lines
549 B
Plaintext
/*
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* Author: BaerMitUmlaut
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* Checks if a unit needs treatment.
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*
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* Arguments:
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* Unit <OBJECT>
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*
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* Return Value:
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* Does unit need treatment <BOOL>
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*
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* Example:
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* player call ACE_medical_ai_fnc_isInjured
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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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if !(alive _this) exitWith {false};
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private _bloodLoss = [_this] call EFUNC(medical,getBloodLoss);
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private _pain = [_this] call EFUNC(medical,getPainLevel);
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private _unconscious = _this getVariable ["ACE_isUnconscious", false];
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(_bloodLoss > 0) || {_pain > 0.2} || _unconscious
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