ACE3/addons/medical_ai/functions/fnc_playTreatmentAnim.sqf
Mike-MF cee187adac
General - Convert vehicle to objectParent (#9801)
Convert vehicle to objectParent
2024-03-26 09:54:06 -03:00

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#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Plays the corresponding treatment animation.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Treatment name <STRING>
* 2: Is self treatment <BOOL>
*
* Return Value:
* None
*
* Example:
* [bob, true, true] call ACE_medical_ai_fnc_playTreatmentAnim
*
* Public: No
*/
params ["_unit", "_actionName", "_isSelfTreatment"];
TRACE_3("playTreatmentAnim",_unit,_actionName,_isSelfTreatment);
if (!isNull objectParent _unit) exitWith {};
private _configProperty = "animationMedic";
if (_isSelfTreatment) then {
_configProperty = _configProperty + "Self";
};
if (stance _unit == "PRONE") then {
_configProperty = _configProperty + "Prone";
};
private _anim = getText (configFile >> QEGVAR(medical_treatment,Actions) >> _actionName >> _configProperty);
if (_anim == "") exitWith { WARNING_2("no anim [%1, %2]",_actionName,_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);