ACE3/addons/medical_ai/functions/fnc_playTreatmentAnim.sqf
mharis001 44050df98b Medical Treatment - Modernize and Cleanup (#6933)
* Modernize and cleanup medical_treatment

* One line for each old public function

* Fix litterCleanupDelay name

* 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

* fix merge for renamed files

* Fixes and code review changes

* Move medical logs clearing to treatment

* More cleanup work

* cleanup

* Apply suggestions from code review

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* formating, rename bone images

* Fix args for setDead call in actionPlaceInBodyBag

* 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

* Fix merge

* Add PAK time coefficient setting

* Fix medication

* Add ace_medical_replacementItems config array

* checkItems performance improvement

* Treatment - cap max animation speed (#6995)

* Treatment - cap max animation speed

and add lock to prevent AF from reseting anim

* Update fnc_getBandageTime.sqf

* Use local version of setAnimSpeedCoef

* Revert "Use local version of setAnimSpeedCoef"

This reverts commit 36c22a9047.

* Move replacementItems compiling to preInit

* Improve replacementItems compiling

* Cleanup splint functions, use macros for fractures

* Rename splintCondition to canSplint

* Add cprCreatesPulse setting

* Cleanup remaining functions

* Capitalize stringtable entry names

* getStitchTime function and fix treatment locations

* Update addons/medical_treatment/functions/fnc_getHealTime.sqf

Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
2019-06-03 10:31:46 -05:00

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#include "script_component.hpp"
/*
* Author: BaerMitUmlaut
* Plays the corresponding treatment animation.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Is bandage <BOOL>
* 2: Is self treatment <BOOL>
*
* Return Value:
* None
*
* Example:
* [bob, true, true] call ACE_medical_ai_fnc_playTreatmentAnim
*
* Public: No
*/
params ["_unit", "_isBandage", "_isSelfTreatment"];
if (vehicle _unit != _unit) exitWith {};
private _animConfig = if (_isBandage) then {
configFile >> "ACE_Medical_Actions" >> "Basic" >> "BasicBandage";
} else {
configFile >> "ACE_Medical_Actions" >> "Basic" >> "Morphine";
};
private _configProperty = "animationMedic";
if (_isSelfTreatment) then {
_configProperty = _configProperty + "Self";
};
if (stance _unit == "PRONE") then {
_configProperty = _configProperty + "Prone";
};
private _anim = getText (_animConfig >> _configProperty);
private _wpn = switch (true) do {
case ((currentWeapon _unit) == ""): {"non"};
case ((currentWeapon _unit) == (primaryWeapon _unit)): {"rfl"};
case ((currentWeapon _unit) == (handgunWeapon _unit)): {"pst"};
default {"non"};
};
_anim = [_anim, "[wpn]", _wpn] call CBA_fnc_replace;
[_unit, _anim] call EFUNC(common,doAnimation);