mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
ffaa195fe5
* Fixed headers to work with silentspike python script * Fixed rest of the files * Fixed ace-team
77 lines
2.8 KiB
Plaintext
77 lines
2.8 KiB
Plaintext
/*
|
|
* Author: KoffeinFlummi, Glowbal
|
|
* Callback when the treatment fails
|
|
*
|
|
* Arguments:
|
|
* 0: The medic <OBJECT>
|
|
* 1: The patient <OBJECT>
|
|
* 2: SelectionName <STRING>
|
|
* 3: Treatment classname <STRING>
|
|
* 4: Items available <ARRAY<STRING>>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [bob, kevin, "selectionname", "classname", ["bandage"]] call ACE_medical_fnc_treatment_failure
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
#include "script_component.hpp"
|
|
|
|
params ["_args"];
|
|
_args params ["_caller", "_target", "_selectionName", "_className", "_items", "_usersOfItems"];
|
|
|
|
if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
|
|
_caller removeWeapon "ACE_FakePrimaryWeapon";
|
|
};
|
|
if (vehicle _caller == _caller) then {
|
|
private _lastAnim = _caller getVariable [QGVAR(treatmentPrevAnimCaller), ""];
|
|
//Don't play another medic animation (when player is rapidily treating)
|
|
TRACE_2("Reseting to old animation", animationState player, _lastAnim);
|
|
switch (toLower _lastAnim) do {
|
|
case "ainvpknlmstpslaywrfldnon_medic": {_lastAnim = "AmovPknlMstpSrasWrflDnon"};
|
|
case "ainvppnemstpslaywrfldnon_medic": {_lastAnim = "AmovPpneMstpSrasWrflDnon"};
|
|
case "ainvpknlmstpslaywnondnon_medic": {_lastAnim = "AmovPknlMstpSnonWnonDnon"};
|
|
case "ainvppnemstpslaywpstdnon_medic": {_lastAnim = "AinvPpneMstpSlayWpstDnon"};
|
|
case "ainvpknlmstpslaywpstdnon_medic": {_lastAnim = "AmovPknlMstpSrasWpstDnon"};
|
|
};
|
|
|
|
[_caller, _lastAnim, 2] call EFUNC(common,doAnimation);
|
|
};
|
|
_caller setVariable [QGVAR(treatmentPrevAnimCaller), nil];
|
|
|
|
private _weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnTreatment), []]);
|
|
if ((_weaponSelect params [["_previousWeapon", ""]]) && {(_previousWeapon != "") && {_previousWeapon in (weapons _caller)}}) then {
|
|
for "_index" from 0 to 299 do {
|
|
_caller action ["SwitchWeapon", _caller, _caller, _index];
|
|
//Just check weapon, muzzle and mode (ignore ammo in case they were reloading)
|
|
if (((weaponState _caller) select [0,3]) isEqualTo (_weaponSelect select [0,3])) exitWith {TRACE_1("Restoring", (weaponState _caller));};
|
|
if ((weaponState _caller) isEqualTo ["","","","",0]) exitWith {ERROR("weaponState not found");};
|
|
};
|
|
} else {
|
|
_caller action ["SwitchWeapon", _caller, _caller, 299];
|
|
};
|
|
|
|
{
|
|
_x params ["_unit", "_item"];
|
|
_unit addItem _item;
|
|
} forEach _usersOfItems;
|
|
|
|
// Record specific callback
|
|
private _config = (configFile >> "ACE_Medical_Actions" >> "Basic" >> _className);
|
|
if (GVAR(level) >= 2) then {
|
|
_config = (configFile >> "ACE_Medical_Actions" >> "Advanced" >> _className);
|
|
};
|
|
|
|
private _callback = getText (_config >> "callbackFailure");
|
|
_callback = if (isNil _callback) then {
|
|
compile _callback
|
|
} else {
|
|
missionNamespace getVariable _callback
|
|
};
|
|
if (!(_callback isEqualType {})) then {_callback = {TRACE_1("callback was NOT code",_callback)};};
|
|
|
|
_args call _callback;
|