ACE3/addons/medical/functions/fnc_treatmentAdvanced_fullHealLocal.sqf
2015-04-05 19:26:33 +02:00

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/**
* fn_healLocal.sqf
* @Descr: N/A
* @Author: Glowbal
*
* @Arguments: []
* @Return:
* @PublicAPI: false
*/
#include "script_component.hpp"
private ["_target", "_caller", "_allUsedMedication"];
_caller = _this select 0;
_target = _this select 1;
if (alive _target) exitwith {
_target setVariable [QGVAR(pain), 0, true];
_target setVariable [QGVAR(morphine), 0, true];
_target setVariable [QGVAR(bloodVolume), 100, true];
// tourniquets
_target setvariable [QGVAR(tourniquets), [0,0,0,0,0,0], true];
// wounds and injuries
_target setvariable [QGVAR(openWounds), [], true];
_target setvariable [QGVAR(bandagedWounds), [], true];
_target setVariable [QGVAR(internalWounds), [], true];
// vitals
_target setVariable [QGVAR(heartRate), 80];
_target setvariable [QGVAR(heartRateAdjustments), []];
_target setvariable [QGVAR(bloodPressure), [80, 120]];
_target setVariable [QGVAR(peripheralResistance), 100];
// fractures
_target setVariable [QGVAR(fractures), []];
// IVs
_target setVariable [QGVAR(salineIVVolume), 0];
_target setVariable [QGVAR(plasmaIVVolume), 0];
_target setVariable [QGVAR(bloodIVVolume), 0];
// damage storage
_target setvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0], true];
// airway
_target setvariable [QGVAR(airwayStatus), 100, true];
_target setVariable [QGVAR(airwayOccluded), false, true];
_target setvariable [QGVAR(airwayCollapsed), false, true];
// generic medical admin
_target setvariable [QGVAR(addedToUnitLoop), false, true];
_target setvariable [QGVAR(inCardiacArrest), false, true];
_target setvariable [QGVAR(inReviveState), false, true];
_target setVariable ["ACE_isUnconscious", false, true];
_target setvariable [QGVAR(hasLostBlood), false, true];
_target setvariable [QGVAR(isBleeding), false, true];
_target setvariable [QGVAR(hasPain), false, true];
// medication
_allUsedMedication = _target getVariable [QGVAR(allUsedMedication), []];
{
_target setvariable [_x select 0, nil];
}foreach _allUsedMedication;
// Resetting damage
_target setDamage 0;
};