ACE3/addons/medical_treatment/functions/fnc_bandageLocal.sqf
johnb432 dda6b9d2dc
Medical Treatment - Enforce bandage effectiveness variable type (#9950)
Enforce bandage effectiveness variable type
2024-04-16 13:33:40 -07:00

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#include "..\script_component.hpp"
/*
* Author: Glowbal
* Local callback for bandaging a patient's open wounds.
*
* Arguments:
* 0: Patient <OBJECT>
* 1: Body Part <STRING>
* 2: Treatment <STRING>
* 3: Bandage effectiveness coefficient <NUMBER> (default: 1)
*
* Return Value:
* None
*
* Example:
* [player, "Head", "FieldDressing"] call ace_medical_treatment_fnc_bandageLocal
*
* Public: No
*/
params ["_patient", "_bodyPart", "_bandage", ["_bandageEffectiveness", 1, [0]]];
TRACE_4("bandageLocal",_patient,_bodyPart,_bandage,_bandageEffectiveness);
_bodyPart = toLowerANSI _bodyPart;
private _openWounds = GET_OPEN_WOUNDS(_patient);
private _woundsOnPart = _openWounds getOrDefault [_bodyPart, []];
if (_woundsOnPart isEqualTo []) exitWith {};
// Figure out which injuries for this bodypart are the best choice to bandage
private _targetWounds = [_patient, _bandage, _bodyPart, _bandageEffectiveness * GVAR(bandageEffectiveness)] call FUNC(findMostEffectiveWounds);
// Everything is patched up on this body part already
if (count _targetWounds == 0) exitWith {};
private _treatedDamage = 0;
private _clearConditionCache = false;
{
private _wound = _x;
_wound params ["_classID", "_amountOf", "_bleeding", "_damage"];
_y params ["_effectiveness", "_woundIndex", "_impact"];
// clear condition cache if we stopped all bleeding for this injury
if (!_clearConditionCache) then {
_clearConditionCache = (_effectiveness >= _amountOf);
};
// Reduce the amount this injury is present
(_woundsOnPart select _woundIndex) set [1, _amountOf - _impact];
// Store treated damage for clearing trauma
_treatedDamage = _treatedDamage + (_impact * _damage);
// Handle reopening bandaged wounds
if (_impact > 0 && {GVAR(advancedBandages) == 2}) then {
[_patient, _impact, _bodyPart, _woundIndex, _wound, _bandage] call FUNC(handleBandageOpening);
};
} forEach _targetWounds;
_patient setVariable [VAR_OPEN_WOUNDS, _openWounds, true];
[_patient] call EFUNC(medical_status,updateWoundBloodLoss);
// Check if we fixed limping from this treatment
if (
EGVAR(medical,limping) == 1
&& {_clearConditionCache}
&& {_bodyPart in ["leftleg", "rightleg"]}
&& {_patient getVariable [QEGVAR(medical,isLimping), false]}
) then {
[_patient] call EFUNC(medical_engine,updateDamageEffects);
};
if (GVAR(clearTrauma) == 2) then {
TRACE_2("clearTrauma - clearing trauma after bandage",_bodyPart,_openWounds);
private _partIndex = ALL_BODY_PARTS find _bodyPart;
private _bodyPartDamage = _patient getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
private _newDam = (_bodyPartDamage select _partIndex) - _treatedDamage;
// Prevent obscenely small damage from lack of floating precision
if (_newDam < 0.05) then {
_bodyPartDamage set [_partIndex, 0];
} else {
_bodyPartDamage set [_partIndex, _newDam];
};
_patient setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
TRACE_2("clearTrauma - healed damage",_partIndex,_treatedDamage);
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); };
};
};
// Reset treatment condition cache for nearby players if we stopped all bleeding
if (_clearConditionCache) then {
private _nearPlayers = (_patient nearEntities ["CAManBase", 6]) select {_x call EFUNC(common,isPlayer)};
TRACE_1("clearConditionCaches: bandage",_nearPlayers);
[QEGVAR(interact_menu,clearConditionCaches), [], _nearPlayers] call CBA_fnc_targetEvent;
};