ACE3/addons/medical_ai/functions/fnc_healSelf.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: BaerMitUmlaut
* Makes the unit heal itself.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ACE_medical_ai_fnc_healSelf
*
* Public: No
*/
// Player will have to do this manually of course
if ([_this] call EFUNC(common,isPlayer)) exitWith {};
// Can't heal self when unconscious
if (_this getVariable ["ACE_isUnconscious", false]) exitWith {};
// Check if we're still treating
if ((_this getVariable [QGVAR(treatmentOverAt), CBA_missionTime]) > CBA_missionTime) exitWith {};
private _needsBandaging = ([_this] call EFUNC(medical,getBloodLoss)) > 0;
private _needsMorphine = (_this getVariable [QEGVAR(medical,pain), 0]) > 0.2;
switch (true) do {
case _needsBandaging: {
// Select first wound and bandage it
private _openWounds = _this getVariable [QEGVAR(medical,openWounds), []];
private _partIndex = {
_x params ["", "", "_index", "_amount", "_percentage"];
if (_amount * _percentage > 0) exitWith {
_index
};
} forEach _openWounds;
private _selection = ["head","body","hand_l","hand_r","leg_l","leg_r"] select _partIndex;
[_this, "Bandage", _selection] call EFUNC(medical,treatmentAdvanced_bandageLocal);
#ifdef DEBUG_MODE_FULL
systemChat format ["%1 is bandaging selection %2", _this, _selection];
#endif
// Play animation
[_this, true, true] call FUNC(playTreatmentAnim);
_this setVariable [QGVAR(treatmentOverAt), CBA_missionTime + 5];
};
case _needsMorphine: {
[_this] call EFUNC(medical,treatmentBasic_morphineLocal);
[_this, false, true] call FUNC(playTreatmentAnim);
_this setVariable [QGVAR(treatmentOverAt), CBA_missionTime + 2];
#ifdef DEBUG_MODE_FULL
systemChat format ["%1 is giving himself morphine", _this];
#endif
};
};