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https://github.com/EpochModTeam/DayZ-Epoch.git
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Finish Medical and Sleep to UiSleep
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@@ -5,15 +5,19 @@ _array = _this; //_this select 0;
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_unit = _array select 0;
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_medic = _array select 1;
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if ((_unit == player) || (vehicle player != player)) then {
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if ((_unit == player) or (vehicle player != player)) then {
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r_player_injured = false;
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"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;
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r_player_handler = false;
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if (r_player_blood == r_player_bloodTotal) then {
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player setVariable["USEC_lowBlood",false,true];
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};
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dayz_sourceBleeding = objNull;
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call fnc_usec_resetWoundPoints;
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//Ensure Control is visible
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_display = uiNamespace getVariable 'DAYZ_GUI_display';
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_control = _display displayCtrl 1303;
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_control = _display displayCtrl 1303;
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_control ctrlShow false;
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};
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@@ -1,61 +0,0 @@
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// medBreakLegs.sqf
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private ["_array","_unit","_attacker","_cnt","_index","_hit","_damage","_wound","_isInjured","_lowBlood"];
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disableserialization;
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_array = _this; //_this select 0;
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_unit = _array select 0;
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_attacker = _array select 1;
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if (_unit == player && player distance _attacker < 5) then {
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player setVariable["startcombattimer", 1];
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// Make bleed
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if (random 2 < 1) then {
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// Find hit
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_cnt = count (DAYZ_woundHit_ok select 1);
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_index = floor (random _cnt);
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_index = (DAYZ_woundHit_ok select 1) select _index;
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_hit = (DAYZ_woundHit_ok select 0) select _index;
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_damage = 0.1 + random (1.2);
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//Record Damage to Minor parts (legs, arms)
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if (_hit in USEC_MinorWounds) then {
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[_unit,_hit,_damage] call object_processHit;
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};
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player setVariable["medForceUpdate",true,true];
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1 call fnc_usec_bulletHit;
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_wound = _hit call fnc_usec_damageGetWound;
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//Create Wound
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_unit setVariable[_wound,true,true];
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[_unit,_wound,_hit] spawn fnc_usec_damageBleed;
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usecBleed = [_unit,_wound,_hit];
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publicVariable "usecBleed"; //Not sure if this can used over a PVS way, maybe with a rangeCheck like in gutObject.sqf?
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//Set Injured if not already
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_isInjured = _unit getVariable["USEC_injured",false];
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if (!_isInjured) then {
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_unit setVariable["USEC_injured",true,true];
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dayz_sourceBleeding = _attacker;
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};
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//Set ability to give blood
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_lowBlood = _unit getVariable["USEC_lowBlood",false];
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if (!_lowBlood) then {
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_unit setVariable["USEC_lowBlood",true,true];
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};
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r_player_injured = true;
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// reduce blood
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r_player_blood = r_player_blood - 50;
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// Make player infected
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if (random 5 < 1) then {
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r_player_infected = true;
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player setVariable["USEC_infected",true,true];
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};
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};
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[_unit,"hit",2,false] call dayz_zombieSpeak;
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};
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@@ -1,23 +1,15 @@
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// animHealed.sqf
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private ["_array","_unit","_medic","_isDead"];
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// called by PublicVariableEventHandler "PVCDZ_hlt_Epi", received from the server,
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// because another player sent a PVDZ_send = [_unit,"Epinephrine",[_unit,player,"ItemEpinephrine"]];
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_array = _this; //_this select 0;
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_unit = _array select 0;
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_medic = _array select 1;
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_unit = _array select 0; // healed
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_medic = _array select 1; // healer
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_isDead = _unit getVariable["USEC_isDead",false];
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if (local _unit) then {_unit setCaptive false};
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//if (local _unit) then {_unit setCaptive false}; // captive ????
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if (!_isDead) then {
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_unit switchMove "AmovPpneMstpSnonWnonDnon_healed";
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//no need to public broadcast the variables since this runs on every peer
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_unit setVariable ["NORRN_unconscious", false, false];
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_unit setVariable ["USEC_isCardiac",false, false];
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if (_unit == player) then {
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r_player_unconscious = false;
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disableUserInput false;
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r_player_cardiac = false;
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r_player_handler1 = false;
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};
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if (_unit == player and !(_unit getVariable["USEC_isDead",false]) and _medic != _unit and _medic distance _unit < 5) then {
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_unit setVariable ["NORRN_unconscious", false, false]; r_player_unconscious = false;
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_unit setVariable ["USEC_isCardiac",false, false]; r_player_cardiac = false;
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//AmovPpneMstpSnonWnonDnon_healed
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};
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@@ -1,20 +1,22 @@
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// animHealed.sqf
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private ["_array","_unit","_medic","_display","_control","_id"];
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private ["_array","_unit","_medic","_display","_control"];
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disableserialization;
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_array = _this; //_this select 0;
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_unit = _array select 0;
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_medic = _array select 1;
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if ((_unit == player) || (vehicle player != player)) then {
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if ((_unit == player) or (vehicle player != player)) then {
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r_fracture_legs = false;
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r_fracture_arms = false;
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_unit setHit["legs",0];
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_unit setHit["hands",0];
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//Ensure Control is visible
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_display = uiNamespace getVariable 'DAYZ_GUI_display';
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_control = _display displayCtrl 1203;
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_control = _display displayCtrl 1203;
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_control ctrlShow false;
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// _id = false spawn dayz_disableRespawn;
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};
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//_id = false spawn dayz_disableRespawn;
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};
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_unit setVariable ["hit_legs",0,true];
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_unit setVariable ["hit_hands",0,true];
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@@ -1,12 +1,8 @@
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// animHealed.sqf
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private ["_array","_unit","_medic"];
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_array = _this; //_this select 0;
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_unit = _array select 0;
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_medic = _array select 1;
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if ((_unit == player) || (vehicle player != player)) then {
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if ((_unit == player) or (vehicle player != player)) then {
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r_player_inpain = false;
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R3F_TIRED_Accumulator = 0;
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"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;
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};
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