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dda6b9d2dc
Enforce bandage effectiveness variable type
104 lines
3.9 KiB
Plaintext
104 lines
3.9 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Glowbal
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* Local callback for bandaging a patient's open wounds.
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*
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* Arguments:
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* 0: Patient <OBJECT>
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* 1: Body Part <STRING>
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* 2: Treatment <STRING>
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* 3: Bandage effectiveness coefficient <NUMBER> (default: 1)
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, "Head", "FieldDressing"] call ace_medical_treatment_fnc_bandageLocal
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*
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* Public: No
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*/
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params ["_patient", "_bodyPart", "_bandage", ["_bandageEffectiveness", 1, [0]]];
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TRACE_4("bandageLocal",_patient,_bodyPart,_bandage,_bandageEffectiveness);
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_bodyPart = toLowerANSI _bodyPart;
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private _openWounds = GET_OPEN_WOUNDS(_patient);
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private _woundsOnPart = _openWounds getOrDefault [_bodyPart, []];
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if (_woundsOnPart isEqualTo []) exitWith {};
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// Figure out which injuries for this bodypart are the best choice to bandage
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private _targetWounds = [_patient, _bandage, _bodyPart, _bandageEffectiveness * GVAR(bandageEffectiveness)] call FUNC(findMostEffectiveWounds);
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// Everything is patched up on this body part already
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if (count _targetWounds == 0) exitWith {};
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private _treatedDamage = 0;
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private _clearConditionCache = false;
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{
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private _wound = _x;
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_wound params ["_classID", "_amountOf", "_bleeding", "_damage"];
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_y params ["_effectiveness", "_woundIndex", "_impact"];
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// clear condition cache if we stopped all bleeding for this injury
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if (!_clearConditionCache) then {
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_clearConditionCache = (_effectiveness >= _amountOf);
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};
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// Reduce the amount this injury is present
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(_woundsOnPart select _woundIndex) set [1, _amountOf - _impact];
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// Store treated damage for clearing trauma
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_treatedDamage = _treatedDamage + (_impact * _damage);
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// Handle reopening bandaged wounds
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if (_impact > 0 && {GVAR(advancedBandages) == 2}) then {
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[_patient, _impact, _bodyPart, _woundIndex, _wound, _bandage] call FUNC(handleBandageOpening);
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};
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} forEach _targetWounds;
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_patient setVariable [VAR_OPEN_WOUNDS, _openWounds, true];
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[_patient] call EFUNC(medical_status,updateWoundBloodLoss);
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// Check if we fixed limping from this treatment
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if (
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EGVAR(medical,limping) == 1
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&& {_clearConditionCache}
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&& {_bodyPart in ["leftleg", "rightleg"]}
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&& {_patient getVariable [QEGVAR(medical,isLimping), false]}
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) then {
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[_patient] call EFUNC(medical_engine,updateDamageEffects);
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};
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if (GVAR(clearTrauma) == 2) then {
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TRACE_2("clearTrauma - clearing trauma after bandage",_bodyPart,_openWounds);
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private _partIndex = ALL_BODY_PARTS find _bodyPart;
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private _bodyPartDamage = _patient getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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private _newDam = (_bodyPartDamage select _partIndex) - _treatedDamage;
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// Prevent obscenely small damage from lack of floating precision
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if (_newDam < 0.05) then {
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_bodyPartDamage set [_partIndex, 0];
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} else {
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_bodyPartDamage set [_partIndex, _newDam];
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};
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_patient setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
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TRACE_2("clearTrauma - healed damage",_partIndex,_treatedDamage);
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switch (_bodyPart) do {
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case "head": { [_patient, true, false, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
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case "body": { [_patient, false, true, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
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case "leftarm";
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case "rightarm": { [_patient, false, false, true, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
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default { [_patient, false, false, false, true] call EFUNC(medical_engine,updateBodyPartVisuals); };
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};
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};
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// Reset treatment condition cache for nearby players if we stopped all bleeding
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if (_clearConditionCache) then {
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private _nearPlayers = (_patient nearEntities ["CAManBase", 6]) select {_x call EFUNC(common,isPlayer)};
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TRACE_1("clearConditionCaches: bandage",_nearPlayers);
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[QEGVAR(interact_menu,clearConditionCaches), [], _nearPlayers] call CBA_fnc_targetEvent;
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};
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