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ec96cdf12c
fix clear trauma on stitch
92 lines
3.6 KiB
Plaintext
92 lines
3.6 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: BaerMitUmlaut, mharis001
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* Handles the surgical kit treatment by periodically closing bandaged wounds.
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*
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* Arguments:
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* 0: Arguments <ARRAY>
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* 0: Medic (not used) <OBJECT>
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* 1: Patient <OBJECT>
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* 2: Body Part <STRING>
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* 1: Elapsed Time <NUMBER>
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* 2: Total Time <NUMBER>
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*
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* Return Value:
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* Continue Treatment <BOOL>
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*
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* Example:
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* [[objNull, player], 5, 10] call ace_medical_treatment_fnc_surgicalKitProgress
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*
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* Public: No
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*/
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params ["_args", "_elapsedTime", "_totalTime"];
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_args params ["_medic", "_patient", "_bodyPart"];
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private _bandagedWounds = GET_BANDAGED_WOUNDS(_patient);
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private _bandagedWoundsOnPart = _bandagedWounds get _bodyPart;
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// Stop treatment if there are no wounds that can be stitched remaining
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if (_bandagedWoundsOnPart isEqualTo []) exitWith {false};
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// Not enough time has elapsed to stitch a wound
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if (_totalTime - _elapsedTime > ([_patient, _patient, _bodyPart] call FUNC(getStitchTime)) - GVAR(woundStitchTime)) exitWith {true};
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// Remove the first stitchable wound from the bandaged wounds
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private _treatedWound = _bandagedWoundsOnPart deleteAt (count _bandagedWoundsOnPart - 1);
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_treatedWound params ["_treatedID", "_treatedAmountOf", "", "_treatedDamageOf"];
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// Check if we need to add a new stitched wound or increase the amount of an existing one
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private _stitchedWounds = GET_STITCHED_WOUNDS(_patient);
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private _stitchedWoundsOnPart = _stitchedWounds getOrDefault [_bodyPart, [], true];
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private _woundIndex = _stitchedWoundsOnPart findIf {
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_x params ["_classID"];
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_classID == _treatedID
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};
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if (_woundIndex == -1) then {
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_stitchedWoundsOnPart pushBack _treatedWound;
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} else {
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private _wound = _stitchedWoundsOnPart select _woundIndex;
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_wound set [1, (_wound select 1) + _treatedAmountOf];
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};
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if (GVAR(clearTrauma) == 1) then {
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private _partIndex = ALL_BODY_PARTS find _bodyPart;
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TRACE_2("clearTrauma - clearing trauma after stitching",_bodyPart,_treatedWound);
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private _bodyPartDamage = _patient getVariable [QEGVAR(medical,bodyPartDamage), []];
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_bodyPartDamage set [_partIndex, (_bodyPartDamage select _partIndex) - (_treatedDamageOf * _treatedAmountOf)];
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_patient setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
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TRACE_2("clearTrauma - healed damage",_bodyPart,_treatedDamageOf);
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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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_patient setVariable [VAR_BANDAGED_WOUNDS, _bandagedWounds, true];
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_patient setVariable [VAR_STITCHED_WOUNDS, _stitchedWounds, true];
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// Check if we fixed limping by stitching this wound (only for leg wounds)
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if (
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EGVAR(medical,limping) == 2
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&& {_patient getVariable [QEGVAR(medical,isLimping), false]}
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&& {_bodyPart in ["leftleg", "rightleg"]}
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) then {
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TRACE_3("Updating damage effects",_patient,_bodyPart,local _patient);
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[QEGVAR(medical_engine,updateDamageEffects), _patient, _patient] call CBA_fnc_targetEvent;
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};
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// Consume a suture for the next wound if one exists, stop stitching if none are left
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if (GVAR(consumeSurgicalKit) == 2 && {_bandagedWoundsOnPart isNotEqualTo []}) then {
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([_medic, _patient, ["ACE_suture"]] call FUNC(useItem)) params ["_user"];
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!isNull _user
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} else {
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true
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}
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