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44050df98b
* 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>
47 lines
1.2 KiB
Plaintext
47 lines
1.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Plays the corresponding treatment animation.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Is bandage <BOOL>
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* 2: Is self treatment <BOOL>
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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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* [bob, true, true] call ACE_medical_ai_fnc_playTreatmentAnim
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*
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* Public: No
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*/
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params ["_unit", "_isBandage", "_isSelfTreatment"];
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if (vehicle _unit != _unit) exitWith {};
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private _animConfig = if (_isBandage) then {
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configFile >> "ACE_Medical_Actions" >> "Basic" >> "BasicBandage";
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} else {
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configFile >> "ACE_Medical_Actions" >> "Basic" >> "Morphine";
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};
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private _configProperty = "animationMedic";
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if (_isSelfTreatment) then {
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_configProperty = _configProperty + "Self";
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};
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if (stance _unit == "PRONE") then {
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_configProperty = _configProperty + "Prone";
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};
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private _anim = getText (_animConfig >> _configProperty);
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private _wpn = switch (true) do {
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case ((currentWeapon _unit) == ""): {"non"};
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case ((currentWeapon _unit) == (primaryWeapon _unit)): {"rfl"};
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case ((currentWeapon _unit) == (handgunWeapon _unit)): {"pst"};
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default {"non"};
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};
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_anim = [_anim, "[wpn]", _wpn] call CBA_fnc_replace;
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[_unit, _anim] call EFUNC(common,doAnimation);
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