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99 lines
4.0 KiB
Plaintext
99 lines
4.0 KiB
Plaintext
/*
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* Author: KoffeinFlummi, Glowbal
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* Callback when the treatment is completed
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*
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* Arguments:
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* 0: The medic <OBJECT>
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* 1: The patient <OBJECT>
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* 2: SelectionName <STRING>
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* 3: Treatment classname <STRING>
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* 4: Items available <ARRAY<STRING>>
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*
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* Return Value:
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* None
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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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private ["_config", "_callback", "_weaponSelect", "_lastAnim"];
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params ["_args"];
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_args params ["_caller", "_target", "_selectionName", "_className", "_items", "_usersOfItems"];
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if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
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_caller removeWeapon "ACE_FakePrimaryWeapon";
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};
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if (vehicle _caller == _caller) then {
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_lastAnim = _caller getVariable [QGVAR(treatmentPrevAnimCaller), ""];
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//Don't play another medic animation (when player is rapidily treating)
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TRACE_2("Reseting to old animation", animationState player, _lastAnim);
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switch (toLower _lastAnim) do {
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case "ainvpknlmstpslaywrfldnon_medic": {_lastAnim = "AmovPknlMstpSrasWrflDnon"};
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case "ainvppnemstpslaywrfldnon_medic": {_lastAnim = "AmovPpneMstpSrasWrflDnon"};
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case "ainvpknlmstpslaywnondnon_medic": {_lastAnim = "AmovPknlMstpSnonWnonDnon"};
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case "ainvppnemstpslaywpstdnon_medic": {_lastAnim = "AinvPpneMstpSlayWpstDnon"};
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case "ainvpknlmstpslaywpstdnon_medic": {_lastAnim = "AmovPknlMstpSrasWpstDnon"};
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};
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[_caller, _lastAnim, 2] call EFUNC(common,doAnimation);
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};
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_caller setVariable [QGVAR(treatmentPrevAnimCaller), nil];
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_weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnTreatment), []]);
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if ((_weaponSelect params [["_previousWeapon", ""]]) && {(_previousWeapon != "") && {_previousWeapon in (weapons _caller)}}) then {
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for "_index" from 0 to 99 do {
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_caller action ["SwitchWeapon", _caller, _caller, _index];
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//Just check weapon, muzzle and mode (ignore ammo in case they were reloading)
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if (((weaponState _caller) select [0,3]) isEqualTo (_weaponSelect select [0,3])) exitWith {TRACE_1("Restoring", (weaponState _caller));};
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if ((weaponState _caller) isEqualTo ["","","","",0]) exitWith {ERROR("weaponState not found");};
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};
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} else {
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_caller action ["SwitchWeapon", _caller, _caller, 99];
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};
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// Record specific callback
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_config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
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if (GVAR(level) >= 2) then {
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_config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className);
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};
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_callback = getText (_config >> "callbackSuccess");
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if (isNil _callback) then {
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_callback = compile _callback;
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} else {
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_callback = missionNamespace getVariable _callback;
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};
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if (!(_callback isEqualType {})) then {_callback = {TRACE_1("callback was NOT code",_callback)};};
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//Get current blood loose on limb (for "bloody" litter)
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private _bloodLossOnSelection = 0;
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private _partNumber = ([_selectionName] call FUNC(selectionNameToNumber)) max 0;
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if ((GVAR(level) >= 2) && {([_target] call FUNC(hasMedicalEnabled))}) then {
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//Advanced Medical - Add all bleeding from wounds on selection
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private _openWounds = _target getvariable [QGVAR(openWounds), []];
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{
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_x params ["", "", "_selectionX", "_amountOf", "_bleedingRatio"];
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if (_selectionX == _partNumber) then {
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_bloodLossOnSelection = _bloodLossOnSelection + (_amountOf * _bleedingRatio);
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};
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} forEach _openWounds;
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TRACE_1("advanced",_bloodLossOnSelection);
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} else {
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//Basic Medical (just use blodyPartStatus):
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private _damageBodyParts = _target getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
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_bloodLossOnSelection = _damageBodyParts select _partNumber;
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TRACE_1("basic",_bloodLossOnSelection);
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};
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_args call _callback;
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_args pushBack _bloodLossOnSelection;
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_args call FUNC(createLitter);
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//If we're not already tracking vitals, start:
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if (!(_target getVariable [QGVAR(addedToUnitLoop),false])) then {
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[_target] call FUNC(addToInjuredCollection);
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};
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["medical_treatmentSuccess", [_caller, _target, _selectionName, _className]] call EFUNC(common,localEvent);
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