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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
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* 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>
40 lines
1.1 KiB
Plaintext
40 lines
1.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: SilentSpike
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* Prevents bandage actions from showing if selected body part isn't bleeding.
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* Toggles between showing all or only basic bandage action for advanced setting.
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*
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* Arguments:
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* 0: Medic <OBJECT>
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* 1: Patient <OBJECT>
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* 2: Body Part <STRING>
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* 3: Treatment <STRING>
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*
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* Return Value:
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* Can Bandage <BOOL>
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*
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* Example:
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* [player, cursorTarget, "Head", "FieldDressing"] call ace_medical_treatment_fnc_canBandage
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*
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* Public: No
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*/
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params ["_medic", "_patient", "_bodyPart", "_bandage"];
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// Bandage type and bandage setting XNOR to show only active actions
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if ((_bandage == "BasicBandage") isEqualTo GVAR(advancedBandages)) exitWith {false};
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private _index = ALL_BODY_PARTS find toLower _bodyPart;
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private _canBandage = false;
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{
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_x params ["", "_bodyPartN", "_amountOf", "_bleeding"];
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// If any single wound on the bodypart is bleeding bandaging can go ahead
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if (_bodyPartN == _index && {_amountOf * _bleeding > 0}) exitWith {
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_canBandage = true;
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};
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} forEach (_patient getVariable [QEGVAR(medical,openWounds), []]);
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_canBandage
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