ACE3/addons/medical_treatment/functions/fnc_getBandageTime.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: SilentSpike
* Calculates the time to bandage a wound based on it's size, the patient and the medic.
*
* Arguments:
* 0: Medic <OBJECT>
* 1: Patient <OBJECT>
* 2: Body Part <STRING>
* 3: Treatment <STRING>
*
* Return Value:
* Treatment Time <NUMBER>
*
* Example:
* [player, cursorTarget, "Head", "FieldDressing"] call ace_medical_treatment_fnc_getBandageTime
*
* Public: No
*/
params ["_medic", "_patient", "_bodypart", "_bandage"];
private _partIndex = ALL_BODY_PARTS find toLower _bodyPart;
if (_partIndex < 0) exitWith { 0 };
private _targetWound = [_patient, _bandage, _partIndex] call FUNC(findMostEffectiveWound);
_targetWound params ["_wound", "_woundIndex", "_effectiveness"];
TRACE_3("findMostEffectiveWound",_wound,_woundIndex,_effectiveness);
// Everything is patched up on this body part already
if (_wound isEqualTo EMPTY_WOUND) exitWith { 0 };
_wound params ["_classID", "", "_amountOf", "_bloodloss", "_damage"];
private _category = (_classID % 10);
// Base bandage time is based on wound size and remaining percentage
private _bandageTime = ([
BANDAGE_TIME_S,
BANDAGE_TIME_M,
BANDAGE_TIME_L
] select _category) * _amountOf;
// Medics are more practised at applying bandages
if ([_medic] call FUNC(isMedic)) then {
_bandageTime = _bandageTime + BANDAGE_TIME_MOD_MEDIC;
};
// Bandaging yourself requires more work
if (_medic == _patient) then {
_bandageTime = _bandageTime + BANDAGE_TIME_MOD_SELF;
};
// Nobody can bandage instantly
_bandageTime max 2