ACE3/addons/medical/functions/fnc_treatment_failure.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

75 lines
2.9 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: KoffeinFlummi, Glowbal
* Callback when the treatment fails
*
* Arguments:
* 0: The medic <OBJECT>
* 1: The patient <OBJECT>
* 2: SelectionName <STRING>
* 3: Treatment classname <STRING>
* 4: Items available <ARRAY<STRING>>
*
* Return Value:
* None
*
* Example:
* [bob, kevin, "selectionname", "classname", ["bandage"]] call ACE_medical_fnc_treatment_failure
*
* Public: No
*/
params ["_args"];
_args params ["_caller", "_target", "_selectionName", "_className", "_items", "_usersOfItems"];
if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
_caller removeWeapon "ACE_FakePrimaryWeapon";
};
if (vehicle _caller == _caller && {!(_caller call EFUNC(common,isSwimming))}) then {
private _lastAnim = _caller getVariable [QGVAR(treatmentPrevAnimCaller), ""];
//Don't play another medic animation (when player is rapidily treating)
TRACE_2("Reseting to old animation", animationState player, _lastAnim);
switch (toLower _lastAnim) do {
case "ainvpknlmstpslaywrfldnon_medic": {_lastAnim = "AmovPknlMstpSrasWrflDnon"};
case "ainvppnemstpslaywrfldnon_medic": {_lastAnim = "AmovPpneMstpSrasWrflDnon"};
case "ainvpknlmstpslaywnondnon_medic": {_lastAnim = "AmovPknlMstpSnonWnonDnon"};
case "ainvppnemstpslaywpstdnon_medic": {_lastAnim = "AinvPpneMstpSlayWpstDnon"};
case "ainvpknlmstpslaywpstdnon_medic": {_lastAnim = "AmovPknlMstpSrasWpstDnon"};
};
[_caller, _lastAnim, 2] call EFUNC(common,doAnimation);
};
_caller setVariable [QGVAR(treatmentPrevAnimCaller), nil];
private _weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnTreatment), []]);
if ((_weaponSelect params [["_previousWeapon", ""]]) && {(_previousWeapon != "") && {_previousWeapon in (weapons _caller)}}) then {
for "_index" from 0 to 299 do {
_caller action ["SwitchWeapon", _caller, _caller, _index];
//Just check weapon, muzzle and mode (ignore ammo in case they were reloading)
if (((weaponState _caller) select [0,3]) isEqualTo (_weaponSelect select [0,3])) exitWith {TRACE_1("Restoring", (weaponState _caller));};
if ((weaponState _caller) isEqualTo ["","","","",0]) exitWith {ERROR("weaponState not found");};
};
} else {
_caller action ["SwitchWeapon", _caller, _caller, 299];
};
{
_x params ["_unit", "_item"];
_unit addItem _item;
} forEach _usersOfItems;
// Record specific callback
private _config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
if (GVAR(level) >= 2) then {
_config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className);
};
private _callback = getText (_config >> "callbackFailure");
_callback = if (isNil _callback) then {
compile _callback
} else {
missionNamespace getVariable _callback
};
if (!(_callback isEqualType {})) then {_callback = {TRACE_1("callback was NOT code",_callback)};};
_args call _callback;