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@@ -1,213 +1,134 @@
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private ["_bloodAmount","_unit","_blood","_lowBlood","_injured","_inPain","_hasTransfusionKit","_animState","_started","_finished","_timer","_i","_isMedic","_isClose","_duration","_rhVal","_bloodBagArrayNeeded","_BBneeded","_bbselect","_bloodBagNeeded","_badBag","_wholeBag","_bagFound","_bagToRemove","_forceClose","_bloodType","_rh","_bloodBagArray","_bbarray_length","_bloodBagWholeNeeded","_haswholebag","_r","_bloodTestdone","_sentRequest"];// bleed.sqf
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//Get receving unit
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private ["_msg","_bagUsed","_bloodResult","_bloodAmount","_unit","_hasTransfusionKit","_timer","_i","_isClose","_duration","_rhVal","_bloodBagArrayNeeded","_bloodBagNeeded","_badBag","_wholeBag","_bagFound","_bloodType","_rh","_bloodBagWholeNeeded","_wholeBagFound","_bloodTestdone"];// bleed.sqf
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_unit = (_this select 3) select 0;
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_bagUsed = (_this select 3) select 1;
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call fnc_usec_medic_removeActions;
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r_action = false;
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if !(vehicle player == player) exitWith {/* This check is probably not necessary */};
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//Does the player have a transfusionKit
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//_hasTransfusionKit = "transfusionKit" in magazines player;
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if (time - dayz_lastTransfusion > 120) then {dayz_bloodBagHumanity = 300;}; //Reset humanity reward to full value after two minutes
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//Get receving units blood value
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_blood = _unit getVariable ["USEC_BloodQty", 0];
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//Get receving units bloodtype
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_bloodType = _unit getVariable ["blood_type", ""];
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//Get the receving units RH type
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_rh = _unit getVariable ["rh_factor", false];
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//Get status of bloodtest of receving unit
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_bloodTestdone = _unit getVariable ["blood_testdone", false];
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r_interrupt = false;
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_badBag = false;
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_wholeBag = false;
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_bagFound = false;
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_forceClose = false;
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if (!dayz_classicBloodBagSystem) then {
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_bloodType = _unit getVariable ["blood_type", ""]; //Get receiving units blood type
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_rh = _unit getVariable ["rh_factor", false]; //Get the receiving units RH type
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_rhVal = if (_rh) then {"POS"} else {"NEG"}; // Get the RH value.
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_bloodTestdone = _unit getVariable ["blood_testdone", false]; //Get status of blood test of receiving unit
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_bloodResult = _bloodType + _rhVal; // Combine strings for convenience
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//End if the player does not have a transfusion kit
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//if (!_hasTransfusionKit) exitWith { localize "str_actions_medical_transfusion_failed_transfusionkit" call dayz_rollingMessages; };
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//End if the player does not have a transfusion kit
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//if (!_hasTransfusionKit) exitWith { localize "str_actions_medical_transfusion_failed_transfusionkit" call dayz_rollingMessages; };
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//Unconscious timeout for receving unit
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_duration = if (_blood <= 4000) then { 3 } else { 2 };
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_bloodBagArray = ["bloodBagANEG","bloodBagAPOS","bloodBagBNEG","bloodBagBPOS","bloodBagABNEG","bloodBagABPOS","bloodBagONEG","bloodBagOPOS","wholeBloodBagANEG","wholeBloodBagAPOS","wholeBloodBagBNEG","wholeBloodBagBPOS","wholeBloodBagABNEG","wholeBloodBagABPOS","wholeBloodBagONEG","wholeBloodBagOPOS"];
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_bloodBagArrayNeeded = ["ItemBloodbag","bloodBagONEG"];
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if (_bloodTestdone) then { // if the recipient does not know his blood type, only O- can apply
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switch (_bloodType) do {
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case "A" : {
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if (_rh) then {
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_bloodBagArrayNeeded = ["ItemBloodbag","bloodBagAPOS","bloodBagANEG","bloodBagONEG","bloodBagOPOS"];
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} else {
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_bloodBagArrayNeeded = ["ItemBloodbag","bloodBagANEG","bloodBagONEG"];
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};
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};
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case "B" : {
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if (_rh) then {
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_bloodBagArrayNeeded = ["ItemBloodbag","bloodBagBPOS","bloodBagBNEG","bloodBagONEG","bloodBagOPOS"];
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} else {
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_bloodBagArrayNeeded = ["ItemBloodbag","bloodBagBNEG","bloodBagONEG"];
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};
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};
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case "AB" : {
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if (_rh) then {
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_bloodBagArrayNeeded = ["ItemBloodbag","bloodBagABPOS","bloodBagABNEG","bloodBagANEG","bloodBagAPOS","bloodBagBNEG","bloodBagBPOS","bloodBagONEG","bloodBagOPOS"];
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} else {
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_bloodBagArrayNeeded = ["ItemBloodbag","bloodBagABNEG","bloodBagANEG","bloodBagBNEG","bloodBagONEG"];
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};
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};
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case "O" : {
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if (_rh) then {
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_bloodBagArrayNeeded = ["ItemBloodbag","bloodBagOPOS","bloodBagONEG"];
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} else {
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_bloodBagArrayNeeded = ["ItemBloodbag","bloodBagONEG"];
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};
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//Unconscious timeout for receiving unit
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_duration = if ((_unit getVariable ["USEC_BloodQty", 0]) <= 4000) then { 3 } else { 2 };
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_bloodBagArrayNeeded = ["bloodBagONEG"];
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if (_bloodTestdone) then { // if the recipient does not know his blood type, only O- can apply
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_bloodBagArrayNeeded = call {
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if (_bloodResult == "APOS") exitWith {["bloodBagAPOS","bloodBagANEG","bloodBagONEG","bloodBagOPOS"];};
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if (_bloodResult == "ANEG") exitWith {["bloodBagANEG","bloodBagONEG"];};
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if (_bloodResult == "BPOS") exitWith {["bloodBagBPOS","bloodBagBNEG","bloodBagONEG","bloodBagOPOS"];};
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if (_bloodResult == "BNEG") exitWith {["bloodBagBNEG","bloodBagONEG"];};
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if (_bloodResult == "ABPOS") exitWith {["bloodBagABPOS","bloodBagABNEG","bloodBagANEG","bloodBagAPOS","bloodBagBNEG","bloodBagBPOS","bloodBagONEG","bloodBagOPOS"];};
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if (_bloodResult == "ABNEG") exitWith {["bloodBagABNEG","bloodBagANEG","bloodBagBNEG","bloodBagONEG"];};
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if (_bloodResult == "OPOS") exitWith {["bloodBagOPOS","bloodBagONEG"];};
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if (_bloodResult == "ONEG") exitWith {["bloodBagONEG"];};
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};
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};
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};
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_BBneeded = false;
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{ if (_x in magazines player) exitWith { _BBneeded = true; _bbselect = _x; }; } count _bloodBagArrayNeeded;
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_bagFound = (_bagUsed in _bloodBagArrayNeeded);
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//No subs for whole blood :(
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_rhVal = if (_rh) then { "POS" } else { "NEG" };
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_bloodBagWholeNeeded = "wholeBloodBag" + _bloodType + _rhVal;
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_haswholebag = _bloodBagWholeNeeded in magazines player;
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//No subs for whole blood :(
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_bloodBagWholeNeeded = "wholeBloodBag" + _bloodResult;
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_wholeBagFound = (_bagUsed == _bloodBagWholeNeeded);
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if (!_BBneeded and !_haswholebag) then {
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_badBag = true;
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};
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//use packed/separated bags first
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if (_BBneeded) then {
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_wholeBag = false;
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} else {
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if (_haswholebag) then {
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_wholeBag = true;
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call { // Options are listed top to bottom in order of precedence
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if (_bagFound) exitWith {_wholeBag = false; _badBag = false;}; //use packed/separated bags first
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if (_wholeBagFound) exitWith {_wholeBag = true; _badBag = false;};
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_wholeBag = false; _badBag = true; // Default
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};
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};
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if (dayz_classicBloodBagSystem) then {_wholeBag = false; _badBag = false;};
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call fnc_usec_medic_removeActions;
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r_action = false;
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if (vehicle player == player) then {
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//not in a vehicle
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player playActionNow "Medic";
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};
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r_interrupt = false;
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_animState = animationState player;
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r_doLoop = true;
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_started = false;
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_finished = false;
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_sentRequest = false;
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_timer = diag_tickTime;
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_i = 0;
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_r = 0;
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_humanityAwarded = 0;
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_msg = "";
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_bloodAmount = if (!_wholeBag) then { r_player_bloodTotal/*Full bloodbag*/ } else { 4000 /*Whole blood only gives 4k*/ };
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while {r_doLoop} do {
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_animState = animationState player;
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_isMedic = ["medic",_animState] call fnc_inString;
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//diag_log format ["TRANSFUSION: starting blood transfusion (%1 > %2)", name player, name _unit];
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if (_isMedic and !_started) then {
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closeDialog 0;
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diag_log format ["TRANSFUSION: starting blood transfusion (%1 > %2)", name player, name _unit];
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if (_badBag) then {
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for "_r" from 0 to 15 do {
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//select random bloodbag if the player has more then one of the required types
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_bagToRemove = _bloodBagArray select _r;
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//TODO: add separate action menu options so the removed bag isn't random
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if (_bagToRemove in magazines player) exitWith {
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_bagFound = true;
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if (_r >= 8) then {
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_wholeBag = true;
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};
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};
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player removeMagazine _bagUsed;
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player playActionNow "Medic";
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if (!_badBag) then {
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PVDZ_send = [_unit,"Transfuse",[_unit,player,_bloodAmount]];
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publicVariableServer "PVDZ_send";
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};
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localize "str_actions_medical_transfusion_start" call dayz_rollingMessages;
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while {r_doLoop} do {
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if (!(["medic",animationState player] call fnc_inString)) then {
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player playActionNow "Medic";
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};
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if ((diag_tickTime - _timer) >= 1) then {
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_timer = diag_tickTime;
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if (!_wholeBag) then {
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_i = _i + 1; //Full bloodbag
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} else {
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_i = _i + 3; //Whole blood only gives 4k
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};
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if (!_badBag) then {
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_bloodAmount = _bloodAmount - 500;
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// 25 points to be given up to a maximum of 300 points if the player stays for the full duration
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//This should be better this way to keep calculus simple and prevent people getting points for giving blood transfusions to healthy players (and less humanity for only very small amounts of blood)
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//Pulled from pull request from ILoveBeans
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if (_humanityAwarded < dayz_bloodBagHumanity) then {
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_humanityAwarded = _humanityAwarded + 25;
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};
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} else {
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_bagToRemove = if (_wholeBag) then { _bloodBagWholeNeeded } else { _bbselect };
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if (dayz_classicBloodBagSystem) then {_bagToRemove = "ItemBloodbag";};
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if (_bagToRemove in magazines player) then {
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_bagFound = true;
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// This is designed to knock the player out after 12 seconds if they get a bad blood bag.
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if (_i >= 12) then {
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_bloodAmount = 0;
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// Send to server with key for security
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PVDZ_send = [_unit,"Unconscious",[_unit,_duration],[_unit,dayz_authKey,player]];
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publicVariableServer "PVDZ_send";
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//diag_log ("Transfusion: "+str(PVDZ_send select 2));
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_msg = "str_actions_medical_transfusion_fail";
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};
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};
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if (!_bagFound) then {_forceClose = true;} else { player removeMagazine _bagToRemove;};
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localize "str_actions_medical_transfusion_start" call dayz_rollingMessages;
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//see Note 1
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//[player,_unit,"loc",rTITLETEXT,format["Transfusion of %1 in progress, remain still...",_bagToRemove],"PLAIN DOWN"] call RE;
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_started = true;
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};
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if (_started) then {
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//_sentRequest var stops the pvs running more then once as it's no longer needs too 1.8.4
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if ((!_sentRequest) And (!_badBag)) then {
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PVDZ_send = [_unit,"Transfuse",[_unit,player,_bloodAmount]];
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publicVariableServer "PVDZ_send";
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_sentRequest = true;
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};
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if ((diag_tickTime - _timer) >= 1) then {
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_timer = diag_tickTime;
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//see Note 1
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//PVCDZ_hlt_Transfuse = [_unit,player,1000];
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//publicVariable "PVCDZ_hlt_Transfuse";
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if (!_wholeBag) then {
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_i = _i + 1; //Full bloodbag
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} else {
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_i = _i + 3; //Whole blood only gives 4k
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};
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if (!_badBag) then {
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if (!_forceClose) then {
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_bloodAmount = _bloodAmount - 500;
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//see Note 1
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//PVDZ_send = [_unit,"Transfuse",[_unit,player,500]];
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//publicVariableServer "PVDZ_send";
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// 25 points to be givin upto a maximum of 300 points if the player stays for the full duration
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//This should be better this way to keep calculus simple and prevent people getting points for giving blood transfusions to healthy players (and less humanity for only very small amounts of blood)
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//Pulled from pullrequest from ILoveBeans
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if (_humanityAwarded < dayz_bloodBagHumanity) then {
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_humanityAwarded = _humanityAwarded + 25;
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};
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};
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} else {
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if (!_forceClose and (_i >= 12)) then {
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_bloodAmount = 0;
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PVDZ_sendUnconscious = [_unit,_duration];
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publicVariableServer "PVDZ_sendUnconscious";
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diag_log ("Transfusion: "+str(PVDZ_sendUnconscious));
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};
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};
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//see Note 1
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//[player,_unit,"loc",rTITLETEXT,format["Transfusion of %1 in progress, remain still...",_bagToRemove],"PLAIN DOWN"] call RE;
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};
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if (!_isMedic) then {
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player playActionNow "Medic";
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};
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};
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_blood = _unit getVariable ["USEC_BloodQty", 0];
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if (_blood >= r_player_bloodTotal or _bloodAmount == 0) then {
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diag_log format ["TRANSFUSION: completed blood transfusion successfully (_i = %1)", _i];
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localize "str_actions_medical_transfusion_successful" call dayz_rollingMessages;
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dayz_bloodBagHumanity = dayz_bloodBagHumanity / 2; //Diminish humanity reward for subsequent bloodbags. Resets to full reward after two minutes.
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if ((_unit getVariable ["USEC_BloodQty", 0]) >= r_player_bloodTotal || _bloodAmount == 0) then {
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//diag_log format ["TRANSFUSION: completed blood transfusion successfully (_i = %1)", _i];
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dayz_bloodBagHumanity = dayz_bloodBagHumanity / 2; //Diminish humanity reward for subsequent transfusions. Resets to full reward after two minutes.
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dayz_lastTransfusion = time;
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//see Note 1
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//[player,_unit,"loc",rTITLETEXT,localize "str_actions_medical_transfusion_successful","PLAIN DOWN"] call RE;
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if (!_badBag and _bagFound) then { [_humanityAwarded,0] call player_humanityChange; };
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if (!_badBag) then {
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[_humanityAwarded,0] call player_humanityChange;
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_msg = "str_actions_medical_transfusion_successful";
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};
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r_doLoop = false;
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};
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_isClose = ((player distance _unit) < ((sizeOf typeOf _unit) / 2));
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if (r_interrupt or !_isClose or _forceClose) then {
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diag_log format ["TRANSFUSION: transfusion was interrupted (r_interrupt: %1 | distance: %2 (%3) | _i = %4)", r_interrupt, player distance _unit, _isClose, _i];
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localize "str_actions_medical_transfusion_interrupted" call dayz_rollingMessages;
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//see Note 1
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//[player,_unit,"loc",rTITLETEXT,localize "str_actions_medical_transfusion_interrupted","PLAIN DOWN"] call RE;
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if (r_interrupt or !_isClose) then {
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//diag_log format ["TRANSFUSION: transfusion was interrupted (r_interrupt: %1 | distance: %2 (%3) | _i = %4)", r_interrupt, player distance _unit, _isClose, _i];
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_msg = "str_actions_medical_transfusion_interrupted";
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r_doLoop = false;
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};
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@@ -222,6 +143,11 @@ if (r_interrupt) then {
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player playActionNow "stop";
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};
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// Wait until the animation stops to display the message.
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waitUntil {uiSleep .5; (!(["medic",animationState player] call fnc_inString))};
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localize _msg call dayz_rollingMessages;
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/*
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Note 1 - 1.8 system sending way too much info upto 12 times to the server on top of each call RE also being sent upto 12 times. System removed
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