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44050df98b
* Modernize and cleanup medical_treatment
* One line for each old public function
* Fix litterCleanupDelay name
* Improve adjustment calcs / wound blood loss / medications
fix func descriptions
Calc wound blood loss on events
reorder includes so scritpmacroMed has global effect
trivial optimization for getCardiacOutput
Fix var
Fix wounds not reopening (nil _category)
Fix surgical kit inherting canBandage conditional
debug hitpoints
Update ACE_Medical_Treatment_Actions.hpp
Use woundBleeding for IS_BLEEDING macro
rework medication vars
comments
Reset var in init / fullHeal
Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Change wound data array
Drop unique id and merge classId and category
* Splinting and treatment and gui
* Add arm fractures and aim effects
* localizations and event
* fix
* fix merge for renamed files
* Fixes and code review changes
* Move medical logs clearing to treatment
* More cleanup work
* cleanup
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* formating, rename bone images
* Fix args for setDead call in actionPlaceInBodyBag
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* disable calls to extension
* Update fnc_onMedicationUsage.sqf
* Medical - Skip unneeded setVars on initUnit (#6949)
* Medical - Transfer state machine state on locality (#6950)
* Medical - Transfer state machine state on locality
* Fix feedback isUnconscious var
* Exclude AI
* Make UAV excludes consistant, formating
* Update fnc_treatmentFullHealLocal.sqf
* reset fractures on respawn
* Fix merge
* Add PAK time coefficient setting
* Fix medication
* Add ace_medical_replacementItems config array
* checkItems performance improvement
* Treatment - cap max animation speed (#6995)
* Treatment - cap max animation speed
and add lock to prevent AF from reseting anim
* Update fnc_getBandageTime.sqf
* Use local version of setAnimSpeedCoef
* Revert "Use local version of setAnimSpeedCoef"
This reverts commit 36c22a9047
.
* Move replacementItems compiling to preInit
* Improve replacementItems compiling
* Cleanup splint functions, use macros for fractures
* Rename splintCondition to canSplint
* Add cprCreatesPulse setting
* Cleanup remaining functions
* Capitalize stringtable entry names
* getStitchTime function and fix treatment locations
* Update addons/medical_treatment/functions/fnc_getHealTime.sqf
Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
32 lines
801 B
Plaintext
32 lines
801 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal, KoffeinFlummi
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* Checks if the unit is a medic of the given level.
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* Medic Levels: 0 - None, 1 - Medic, 2 - Doctor
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Medic Level <NUMBER> (default: 1)
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*
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* Return Value:
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* Is Medic <BOOL>
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*
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* Example:
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* [player] call ace_medical_treatment_fnc_isMedic
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*
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* Public: No
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*/
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params ["_unit", ["_medicN", 1]];
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private _class = _unit getVariable [QEGVAR(medical,medicClass), parseNumber (_unit getUnitTrait "medic")];
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if (_class >= _medicN) exitWith {true};
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if (!GVAR(locationsBoostTraining)) exitWith {false};
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if (IN_MED_VEHICLE(_unit) || {IN_MED_FACILITY(_unit)}) then {
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_class = _class + 1; // Boost medical training by one: untrained becomes medic, medic becomes doctor
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};
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_class >= _medicN
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