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8d2bba4b35
* Add a macro for the bloodloss scaling factor * Adjust bloodloss threshold for red icon * Remove bloodloss color scaling factor The issue is actually the other way round, the factor of 20 would instantly make bodyparts red on taking a wound. * Implemet 10 color steps provided by ShackTac This replaces the old method of colouring the interaction menu icons and body image selections with a new method that has 10 distinct color steps (matching across the icons and the body image). * Use macros for constants * Implement blue damage colouring This re-adds visualisation for colouring based on damage. The case where a limb has a tourniquet will hopefully be handled by an overlayed icon. * Tidy up file structure * Move patient information display to medical_ui * Make common colour conversion code into functions * Add tourniquet icon overlay to body image * Fix mispelling I forgot to commit * Update icon paths to new white cross icon * Clean mess after rebase * Add new medical menu gui * Add updating injury list and body image * Add updating treatment category buttons * Update onMenuClose function * Delete unused functions * Add action buttons and triage card to menu * Move medical menu PFH to separate function * Move setTriageStatus to treatment * Add triage select dropdown * Add toggle button action * Fix mouse moving randomly when opening * Add logs list update and remove unused functions * Hide tourniquet icons by default * Remove CfgInGameUI (already in feedback) * Update patient info display * Update triage card display * Add settings to control interact menu actions * Cleanup files/paths * Move triage status update to common function * Add icons for interact menu actions * Modify icon color for interact menu actions * Update canOpenMenu for new setting * Hide pain information for unconscious * Stringtable cleanup * Use switch for pain text * Change minor triage status to minimal * Fix injury list to use new stringtable entry names * Fix medical actions check when disabled * Skip distance check in same vehicle * More cleanup * Fix CI error * Requested changes * Fix INJURIES string * Fix include after comment block * Fix missing ; Co-Authored-By: mharis001 <34453221+mharis001@users.noreply.github.com>
56 lines
1.8 KiB
Plaintext
56 lines
1.8 KiB
Plaintext
#include "script_component.hpp"
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if (!hasInterface) exitWith {};
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GVAR(target) = objNull;
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GVAR(previousTarget) = objNull;
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GVAR(selectedBodyPart) = 0;
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GVAR(selectedCategory) = "triage";
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GVAR(lastOpenedOn) = -1;
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GVAR(pendingReopen) = false;
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GVAR(menuPFH) = -1;
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[] call FUNC(addTreatmentActions);
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[] call FUNC(collectActions);
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["ace_treatmentSucceded", {
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if (GVAR(openAfterTreatment) && {GVAR(pendingReopen)}) then {
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GVAR(pendingReopen) = false;
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[FUNC(openMenu), GVAR(target)] call CBA_fnc_execNextFrame;
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};
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}] call CBA_fnc_addEventHandler;
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["ACE3 Common", QGVAR(openMedicalMenuKey), localize LSTRING(OpenMedicalMenu), {
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// Get target (cursorTarget and cursorObject), if not valid then target is ACE_player
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TRACE_3("Open menu key",cursorTarget,cursorObject,ACE_player);
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private _target = cursorTarget;
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if !(_target isKindOf "CAManBase" && {[ACE_player, _target] call FUNC(canOpenMenu)}) then {
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_target = cursorObject;
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if !(_target isKindOf "CAManBase" && {[ACE_player, _target] call FUNC(canOpenMenu)}) then {
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_target = ACE_player;
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};
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};
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// Check conditions: canInteract and canOpenMenu
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if !([ACE_player, _target, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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if !([ACE_player, _target] call FUNC(canOpenMenu)) exitWith {false};
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// Statement
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[_target] call FUNC(openMenu);
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false
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}, {
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// Close menu if enough time passed from opening
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if (CBA_missionTime - GVAR(lastOpenedOn) > 0.5) exitWith {
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[objNull] call FUNC(openMenu);
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};
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false
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}, [DIK_H, [false, false, false]], false, 0] call CBA_fnc_addKeybind;
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// Close patient information display when interaction menu is closed
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["ace_interactMenuClosed", {
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QGVAR(RscPatientInfo) cutFadeOut 0.3;
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}] call CBA_fnc_addEventHandler;
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