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* Add a macro for the bloodloss scaling factor * Adjust bloodloss threshold for red icon * Remove bloodloss color scaling factor The issue is actually the other way round, the factor of 20 would instantly make bodyparts red on taking a wound. * Implemet 10 color steps provided by ShackTac This replaces the old method of colouring the interaction menu icons and body image selections with a new method that has 10 distinct color steps (matching across the icons and the body image). * Use macros for constants * Implement blue damage colouring This re-adds visualisation for colouring based on damage. The case where a limb has a tourniquet will hopefully be handled by an overlayed icon. * Tidy up file structure * Move patient information display to medical_ui * Make common colour conversion code into functions * Add tourniquet icon overlay to body image * Fix mispelling I forgot to commit * Update icon paths to new white cross icon * Clean mess after rebase * Add new medical menu gui * Add updating injury list and body image * Add updating treatment category buttons * Update onMenuClose function * Delete unused functions * Add action buttons and triage card to menu * Move medical menu PFH to separate function * Move setTriageStatus to treatment * Add triage select dropdown * Add toggle button action * Fix mouse moving randomly when opening * Add logs list update and remove unused functions * Hide tourniquet icons by default * Remove CfgInGameUI (already in feedback) * Update patient info display * Update triage card display * Add settings to control interact menu actions * Cleanup files/paths * Move triage status update to common function * Add icons for interact menu actions * Modify icon color for interact menu actions * Update canOpenMenu for new setting * Hide pain information for unconscious * Stringtable cleanup * Use switch for pain text * Change minor triage status to minimal * Fix injury list to use new stringtable entry names * Fix medical actions check when disabled * Skip distance check in same vehicle * More cleanup * Fix CI error * Requested changes * Fix INJURIES string * Fix include after comment block * Fix missing ; Co-Authored-By: mharis001 <34453221+mharis001@users.noreply.github.com>
45 lines
1.3 KiB
Plaintext
45 lines
1.3 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal, mharis001
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* Handles opening the Medical Menu. Called from onLoad event.
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*
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* Arguments:
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* 0: Medical Menu display <DISPLAY>
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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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* [DISPLAY] call ace_medical_gui_fnc_onMenuOpen
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*
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* Public: No
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*/
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params ["_display"];
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// Create background effects based on interact menu setting
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if (EGVAR(interact_menu,menuBackground) == 1) then {[QGVAR(id), true] call EFUNC(common,blurScreen)};
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if (EGVAR(interact_menu,menuBackground) == 2) then {0 cutRsc [QEGVAR(interact_menu,menuBackground), "PLAIN", 1, false]};
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// Fix mouse moving randomly
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[{
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[{setMousePosition _this}, _this] call CBA_fnc_execNextFrame;
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}, getMousePosition] call CBA_fnc_execNextFrame;
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// Set target name as title
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private _ctrlTitle = _display displayCtrl IDC_TITLE;
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_ctrlTitle ctrlSetText ([GVAR(target)] call EFUNC(common,getName));
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// Initially hide the triage select buttons
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[_display] call FUNC(toggleTriageSelect);
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// Store display and add PFH to update it
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uiNamespace setVariable [QGVAR(menuDisplay), _display];
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["ace_medicalMenuOpened", [ACE_player, GVAR(target), _display]] call CBA_fnc_localEvent;
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if (GVAR(menuPFH) != -1) exitWith {
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TRACE_1("Menu PFH already running",GVAR(menuPFH));
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};
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GVAR(menuPFH) = [FUNC(menuPFH), 0, []] call CBA_fnc_addPerFrameHandler;
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