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de13ab0f47
* Medical - Rework CPR and Bleeding in cardiac arrest * remove cprCreatesPulse, add cprSuccessChance * hide cpr for basic diagnose * Update addons/medical_statemachine/functions/fnc_enteredStateCardiacArrest.sqf Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
38 lines
1.2 KiB
Plaintext
38 lines
1.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Handles the unconscious state
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*
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* Arguments:
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* 0: The Unit <OBJECT>
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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] call ace_medical_statemachine_fnc_handleStateCardiacArrest
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*
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* Public: No
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*/
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params ["_unit"];
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// If the unit died the loop is finished
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if (!alive _unit) exitWith {};
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if (!local _unit) exitWith {};
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[_unit] call EFUNC(medical_vitals,handleUnitVitals);
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private _timeDiff = CBA_missionTime - (_unit getVariable [QGVAR(cardiacArrestTimeLastUpdate), 0]);
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if (_timeDiff >= 1) then {
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_timeDiff = _timeDiff min 10;
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_unit setVariable [QGVAR(cardiacArrestTimeLastUpdate), CBA_missionTime];
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private _recieveingCPR = alive (_unit getVariable [QEGVAR(medical,CPR_provider), objNull]);
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private _timeLeft = _unit getVariable [QGVAR(cardiacArrestTimeLeft), -1];
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TRACE_3("cardiac arrest life tick",_unit,_recieveingCPR,_timeDiff);
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if (_recieveingCPR) then { _timeDiff = _timeDiff * 0.5; }; // if being cpr'ed, then time decrease is reduced
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_timeLeft = _timeLeft - _timeDiff; // negative values are fine
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_unit setVariable [QGVAR(cardiacArrestTimeLeft), _timeLeft];
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};
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