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