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9209fedcf7
* fix #8772 * add WARNING for dead/null units * fix macro * improve warnings * handle scripted death without warnings Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
36 lines
1.1 KiB
Plaintext
36 lines
1.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Handles the unconscious state
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*
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player] call ace_medical_statemachine_fnc_handleStateCardiacArrest
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*
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* Public: No
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*/
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params ["_unit"];
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// If the unit died the loop is finished
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if (!alive _unit || {!local _unit}) exitWith {};
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[_unit] call EFUNC(medical_vitals,handleUnitVitals);
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private _timeDiff = CBA_missionTime - (_unit getVariable [QGVAR(cardiacArrestTimeLastUpdate), 0]);
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if (_timeDiff >= 1) then {
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_timeDiff = _timeDiff min 10;
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_unit setVariable [QGVAR(cardiacArrestTimeLastUpdate), CBA_missionTime];
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private _recieveingCPR = alive (_unit getVariable [QEGVAR(medical,CPR_provider), objNull]);
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private _timeLeft = _unit getVariable [QGVAR(cardiacArrestTimeLeft), -1];
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TRACE_3("cardiac arrest life tick",_unit,_recieveingCPR,_timeDiff);
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if (_recieveingCPR) then { _timeDiff = _timeDiff * 0.5; }; // if being cpr'ed, then time decrease is reduced
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_timeLeft = _timeLeft - _timeDiff; // negative values are fine
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_unit setVariable [QGVAR(cardiacArrestTimeLeft), _timeLeft];
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};
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