ACE3/addons/medical/functions/fnc_vitalLoop.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

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#include "script_component.hpp"
/*
* Author: Glowbal, esteldunedain
* Vital loop for a unit.
*
* Arguments:
* 0: The Unit <OBJECT>
* 1: Time of last computation <NUMBER>
*
* Return Value:
* None
*
* Example:
* [bob, 5] call ACE_medical_fnc_vitalLoop
*
* Public: No
*/
params ["_unit", "_lastTime"];
// If the unit died the loop is finished
if (!alive _unit) exitWith {};
// If locality changed, broadcast the last medical state and finish the local loop
if (!local _unit) exitWith {
if (GVAR(level) >= 2) then {
_unit setVariable [QGVAR(heartRate), _unit getVariable [QGVAR(heartRate), 80], true];
_unit setVariable [QGVAR(bloodPressure), _unit getVariable [QGVAR(bloodPressure), [80, 120]], true];
};
_unit setVariable [QGVAR(bloodVolume), _unit getVariable [QGVAR(bloodVolume), 100], true];
};
// Handle unit vitals
[_unit, CBA_missionTime - _lastTime] call FUNC(handleUnitVitals);
// Play injured sounds
private _pain = _unit getVariable [QGVAR(pain), 0];
if (_pain > (_unit getVariable [QGVAR(painSuppress), 0])) then {
// This introduces wierd unconscious behaviour for basic medical and possibly also advanced.
// TODO This is disabled as it's considered non critical code.
// We will need to decide if we want unconscious triggered on high pain levels or if we can get rid of this entirely.
/*if (_pain > 0.7 && {random(1) > 0.6}) then {
[_unit] call FUNC(setUnconscious);
};*/
[_unit, _pain] call FUNC(playInjuredSound);
};
// Schedule the loop to be executed again 1 sec later
[DFUNC(vitalLoop), [_unit, CBA_missionTime], 1] call CBA_fnc_waitAndExecute;