ACE3/addons/medical_treatment/functions/fnc_bandageLocal.sqf

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#include "script_component.hpp"
/*
* Author: Glowbal
* Local callback for bandaging a patient's open wounds.
*
* Arguments:
* 0: Patient <OBJECT>
* 1: Body Part <STRING>
* 2: Treatment <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "Head", "FieldDressing"] call ace_medical_treatment_fnc_bandageLocal
*
* Public: No
*/
params ["_patient", "_bodyPart", "_bandage"];
TRACE_3("bandageLocal",_patient,_bodyPart,_bandage);
private _partIndex = ALL_BODY_PARTS find toLower _bodyPart;
if (_partIndex < 0) exitWith {};
private _openWounds = GET_OPEN_WOUNDS(_patient);
if (_openWounds isEqualTo []) exitWith {};
// Figure out which injury for this bodypart is the best choice to bandage
// TODO also use up the remainder on left over injuries
private _targetWound = [_patient, _bandage, _partIndex] call FUNC(findMostEffectiveWound);
_targetWound params ["_wound", "_woundIndex", "_effectiveness"];
// Everything is patched up on this body part already
if (_effectiveness == -1) exitWith {};
// Find the impact this bandage has and reduce the amount this injury is present
private _amountOf = _wound select 2;
private _impact = _effectiveness min _amountOf;
_amountOf = _amountOf - _impact;
_wound set [2, _amountOf];
_openWounds set [_woundIndex, _wound];
_patient setVariable [VAR_OPEN_WOUNDS, _openWounds, true];
[_patient] call EFUNC(medical_status,updateWoundBloodLoss);
// Handle the reopening of bandaged wounds
if (_impact > 0 && {GVAR(advancedBandages) == 2}) then {
[_patient, _impact, _partIndex, _woundIndex, _wound, _bandage] call FUNC(handleBandageOpening);
};
// Check if we fixed limping from this treatment
if (EGVAR(medical,limping) == 1 && {_partIndex > 3} && {_amountOf <= 0} && {_patient getVariable [QEGVAR(medical,isLimping), false]}) then {
[_patient] call EFUNC(medical_engine,updateDamageEffects);
};
if (GVAR(clearTraumaAfterBandage)) then {
TRACE_2("clearTraumaAfterBandage - checking open wounds",_partIndex,_openWounds);
if ((_openWounds findIf {
_x params ["", "_xBodyPartN", "_xAmountOf"];
(_partIndex ==_xBodyPartN) && {_xAmountOf > 0}
}) == -1) then {
private _bodyPartDamage = _patient getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
_bodyPartDamage set [_partIndex, 0];
_patient setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
TRACE_2("fully healed",_partIndex,_bodyPartDamage);
switch (_partIndex) do {
case 0: { [_patient, true, false, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
case 1: { [_patient, false, true, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
case 2;
case 3: { [_patient, false, false, true, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
default { [_patient, false, false, false, true] call EFUNC(medical_engine,updateBodyPartVisuals); };
};
};
};
if (_amountOf <= 0) then { // Reset treatment condition cache for nearby players if we stopped all bleeding
private _nearPlayers = (_patient nearEntities ["CAManBase", 6]) select {_x call EFUNC(common,isPlayer)};
TRACE_1("clearConditionCaches: bandage",_nearPlayers);
[QEGVAR(interact_menu,clearConditionCaches), [], _nearPlayers] call CBA_fnc_targetEvent;
};