ACE3/addons/medical/functions/fnc_translateSelections.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: Glowbal
* Translate selection names into medical usable hit selection names.
* Aims to deal with the new hitpoint system introduced in Arma3 v1.50 and later.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: selection name <STRING>
* 2: HitPoint Index/True to get hitpoint <NUMBER><BOOL>
*
* Return Value:
* translated selection/hitpoint name <STRING>
*
* Example:
* [bob, "pelvis", 4] call ace_medical_fnc_translateSelections
* Returns "body"
*
* [bob, "body", true] call ace_medical_fnc_translateSelections
* Returns "HitBody"
*
* Public: No
*/
#define HEAD_SELECTIONS ["face_hub", "neck", "head"]
#define HEAD_HITPOINTS ["hitface", "hitneck", "hithead"]
#define TORSO_SELECTIONS ["pelvis", "spine1", "spine2", "spine3", "body"]
#define TORSO_HITPOINTS ["hitpelvis", "hitabdomen", "hitdiaphragm", "hitchest", "hitbody"]
#define L_ARM_SELECTIONS ["hand_l"]
#define L_ARM_HITPOINTS ["hitleftarm", "hand_l"]
#define R_ARM_SELECTIONS ["hand_r"]
#define R_ARM_HITPOINTS ["hitrightarm", "hand_r"]
#define L_LEG_SELECTIONS ["leg_l"]
#define L_LEG_HITPOINTS ["hitleftleg", "leg_l"]
#define R_LEG_SELECTIONS ["leg_r"]
#define R_LEG_HITPOINTS ["hitrightleg", "leg_r"]
params ["_unit", "_selection", "_hitPointIndex"];
if (_selection == "") exitWith {""};
//Get Selection from standard selection ["head","body","hand_l","hand_r","leg_l","leg_r"]
if (_hitPointIndex isEqualTo true) exitWith {
private _returnHitPoint = GVAR(HITPOINTS) select (GVAR(SELECTIONS) find _selection);
//If the selection is a valid hitpoint just return it:
if (!isNil {_unit getHitPointDamage _returnHitPoint}) exitWith {
_returnHitPoint;
};
//Those VR fuckers have weird limb hitpoints
private _hitPoints = switch (_selection) do {
case ("hand_l"): {L_ARM_HITPOINTS};
case ("hand_r"): {R_ARM_HITPOINTS};
case ("leg_l"): {L_LEG_HITPOINTS};
case ("leg_r"): {R_LEG_HITPOINTS};
case ("head"): {HEAD_HITPOINTS};
case ("body"): {TORSO_HITPOINTS};
default {[]};
};
{
if (!isNil {_unit getHitPointDamage _x}) exitWith {
_returnHitPoint = _x;
};
} forEach _hitPoints;
_returnHitPoint
};
//Get Selection from Selection/HitIndex:
if (_selection in HEAD_SELECTIONS) exitWith {"head"};
if (_selection in TORSO_SELECTIONS) exitWith {"body"};
// Not necessary unless we get more hitpoints variants in an next arma update
/*if (_selection in L_ARM_SELECTIONS) exitWith {"hand_l"};
if (_selection in R_ARM_SELECTIONS) exitWith {"hand_r"};
if (_selection in L_LEG_SELECTIONS) exitWith {"leg_l"};
if (_selection in R_LEG_SELECTIONS) exitWith {"leg_r"};*/
//Backup method to detect weird selections/hitpoints
if ((_selection == "?") || {!(_selection in GVAR(SELECTIONS))}) exitWith {
if (_hitPointIndex < 0) exitWith {_selection};
private _hitPoint = toLower configName ((configProperties [(configFile >> "CfgVehicles" >> (typeOf _unit) >> "HitPoints")]) select _hitPointIndex);
TRACE_4("Weird sel/hit", _unit, _selection, _hitPointIndex, _hitPoint);
if (_hitPoint in HEAD_HITPOINTS) exitWith {"head"};
if (_hitPoint in TORSO_HITPOINTS) exitWith {"body"};
if (_hitPoint in L_ARM_HITPOINTS) exitWith {"hand_l"};
if (_hitPoint in R_ARM_HITPOINTS) exitWith {"hand_r"};
if (_hitPoint in L_LEG_HITPOINTS) exitWith {"leg_l"};
if (_hitPoint in R_LEG_HITPOINTS) exitWith {"leg_r"};
_selection
};
_selection;