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e56cc0d74e
* Improve adjustment calcs / wound blood loss / medications fix func descriptions Calc wound blood loss on events reorder includes so scritpmacroMed has global effect trivial optimization for getCardiacOutput Fix var Fix wounds not reopening (nil _category) Fix surgical kit inherting canBandage conditional debug hitpoints Update ACE_Medical_Treatment_Actions.hpp Use woundBleeding for IS_BLEEDING macro rework medication vars comments Reset var in init / fullHeal Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * Change wound data array Drop unique id and merge classId and category * Splinting and treatment and gui * Add arm fractures and aim effects * localizations and event * fix * cleanup * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * formating, rename bone images * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * disable calls to extension * Update fnc_onMedicationUsage.sqf * Medical - Skip unneeded setVars on initUnit (#6949) * Medical - Transfer state machine state on locality (#6950) * Medical - Transfer state machine state on locality * Fix feedback isUnconscious var * Exclude AI * Make UAV excludes consistant, formating * Update fnc_treatmentFullHealLocal.sqf * reset fractures on respawn
30 lines
588 B
Plaintext
30 lines
588 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Handles the injured 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_handleStateInjured
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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 _painLevel = GET_PAIN_PERCEIVED(_unit);
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if (_painLevel > 0) then {
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[QEGVAR(medical,moan), [_unit, _painLevel]] call CBA_fnc_localEvent;
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};
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