ACE3/addons/medical_treatment/functions/fnc_surgicalKitProgress.sqf
2023-09-23 12:59:10 -04:00

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#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut, mharis001
* Handles the surgical kit treatment by periodically closing bandaged wounds.
*
* Arguments:
* 0: Arguments <ARRAY>
* 0: Medic (not used) <OBJECT>
* 1: Patient <OBJECT>
* 2: Body Part <STRING>
* 1: Elapsed Time <NUMBER>
* 2: Total Time <NUMBER>
*
* Return Value:
* Continue Treatment <BOOL>
*
* Example:
* [[objNull, player], 5, 10] call ace_medical_treatment_fnc_surgicalKitProgress
*
* Public: No
*/
params ["_args", "_elapsedTime", "_totalTime"];
_args params ["_medic", "_patient", "_bodyPart"];
private _bandagedWounds = GET_BANDAGED_WOUNDS(_patient);
private _bandagedWoundsOnPart = _bandagedWounds get _bodyPart;
// Stop treatment if there are no wounds that can be stitched remaining
if (_bandagedWoundsOnPart isEqualTo []) exitWith {false};
// Not enough time has elapsed to stitch a wound
if (_totalTime - _elapsedTime > ([_patient, _patient, _bodyPart] call FUNC(getStitchTime)) - GVAR(woundStitchTime)) exitWith {true};
// Remove the first stitchable wound from the bandaged wounds
private _treatedWound = _bandagedWoundsOnPart deleteAt (count _bandagedWoundsOnPart - 1);
_treatedWound params ["_treatedID", "_treatedAmountOf", "", "_treatedDamageOf"];
// Check if we need to add a new stitched wound or increase the amount of an existing one
private _stitchedWounds = GET_STITCHED_WOUNDS(_patient);
private _stitchedWoundsOnPart = _stitchedWounds getOrDefault [_bodyPart, [], true];
private _woundIndex = _stitchedWoundsOnPart findIf {
_x params ["_classID"];
_classID == _treatedID
};
if (_woundIndex == -1) then {
_stitchedWoundsOnPart pushBack _treatedWound;
} else {
private _wound = _stitchedWoundsOnPart select _woundIndex;
_wound set [1, (_wound select 1) + _treatedAmountOf];
};
if (GVAR(clearTrauma) == 1) then {
private _partIndex = ALL_BODY_PARTS find _bodyPart;
TRACE_2("clearTrauma - clearing trauma after stitching",_bodyPart,_treatedWound);
private _bodyPartDamage = _patient getVariable [QEGVAR(medical,bodyPartDamage), []];
_bodyPartDamage set [_partIndex, (_bodyPartDamage select _partIndex) - (_treatedDamageOf * _treatedAmountOf)];
_patient setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
TRACE_2("clearTrauma - healed damage",_bodyPart,_treatedDamageOf);
switch (_bodyPart) do {
case "head": { [_patient, true, false, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
case "body": { [_patient, false, true, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
case "leftarm";
case "rightarm": { [_patient, false, false, true, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
default { [_patient, false, false, false, true] call EFUNC(medical_engine,updateBodyPartVisuals); };
};
};
_patient setVariable [VAR_BANDAGED_WOUNDS, _bandagedWounds, true];
_patient setVariable [VAR_STITCHED_WOUNDS, _stitchedWounds, true];
// Check if we fixed limping by stitching this wound (only for leg wounds)
if (
EGVAR(medical,limping) == 2
&& {_patient getVariable [QEGVAR(medical,isLimping), false]}
&& {_bodyPart in ["leftleg", "rightleg"]}
) then {
TRACE_3("Updating damage effects",_patient,_bodyPart,local _patient);
[QEGVAR(medical_engine,updateDamageEffects), _patient, _patient] call CBA_fnc_targetEvent;
};
// Consume a suture for the next wound if one exists, stop stitching if none are left
if (GVAR(consumeSurgicalKit) == 2 && {_bandagedWoundsOnPart isNotEqualTo []}) then {
([_medic, _patient, ["ACE_suture"]] call FUNC(useItem)) params ["_user"];
!isNull _user
} else {
true
}