ACE3/addons/medical_treatment/functions/fnc_isInMedicalFacility.sqf
2019-03-21 14:34:51 +01:00

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#include "script_component.hpp"
/*
* Author: Glowbal
* Checks if a unit is in a designated medical facility
*
* Arguments:
* 0: The Unit <OBJECT>
*
* Return Value:
* Is in medical facility <BOOL>
*
* Example:
* [player] call ace_medical_treatment_fnc_isInMedicalFacility
*
* Public: No
*/
params ["_unit"];
//Cache the results as this function could be called rapidly
(_unit getVariable [QGVAR(cacheInFacility), [-9, false]]) params ["_expireTime", "_lastResult"];
if (CBA_missionTime < _expireTime) exitWith {_lastResult};
private _eyePos = eyePos _unit;
private _isInBuilding = false;
private _medicalFacility =
[
"TK_GUE_WarfareBFieldhHospital_Base_EP1",
"TK_GUE_WarfareBFieldhHospital_EP1",
"TK_WarfareBFieldhHospital_Base_EP1",
"TK_WarfareBFieldhHospital_EP1",
"US_WarfareBFieldhHospital_Base_EP1",
"US_WarfareBFieldhHospital_EP1",
"MASH_EP1",
"MASH",
"Land_A_Hospital",
"CDF_WarfareBFieldhHospital",
"GUE_WarfareBFieldhHospital",
"INS_WarfareBFieldhHospital",
"RU_WarfareBFieldhHospital",
"USMC_WarfareBFieldhHospital"
];
private _objects = (lineIntersectsWith [_unit modelToWorldVisual [0, 0, (_eyePos select 2)], _unit modelToWorldVisual [0, 0, (_eyePos select 2) +10], _unit]);
{
if (((typeOf _x) in _medicalFacility) || {_x getVariable [QEGVAR(medical,isMedicalFacility),false]}) exitWith {
_isInBuilding = true;
};
} forEach _objects;
if (!_isInBuilding) then {
_objects = _unit nearObjects 7.5;
{
if (((typeOf _x) in _medicalFacility) || {_x getVariable [QEGVAR(medical,isMedicalFacility),false]}) exitWith {
_isInBuilding = true;
};
} forEach _objects;
};
_unit setVariable [QGVAR(cacheInFacility), [CBA_missionTime + IN_MEDICAL_FACILITY_CACHE_EXPIRY, _isInBuilding]];
_isInBuilding;