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worldwidesorrow
2019-12-11 20:42:24 -06:00
committed by GitHub
parent 07c1105dcd
commit bcc5b631cb
7 changed files with 284 additions and 402 deletions

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@@ -6,54 +6,69 @@
JULY 2010 - norrin JULY 2010 - norrin
***************************************************************************************************************************** *****************************************************************************************************************************
Start carry.sqf
Updated December 2019 - JasonTM
*/ */
private ["_unit","_dragee","_pos","_dir"]; private ["_medic","_dragee","_unconscious","_dropObjects"];
_dragee = _this select 3; _dragee = _this select 3;
_can_be_revived = NORRN_revive_array select 20; _medic = player;
_can_be_revived_2 = NORRN_revive_array select 21; _unconscious = _dragee getVariable ["NORRN_unconscious", false];
_unit = player;
r_carry_sqf = true;
r_drag_sqf = false;
_unit removeAction Norrn_carryAction;
if (isNull _dragee) exitWith {}; if (isNull _dragee) exitWith {};
_dragee setVariable ["NORRN_unit_dragged", true, true]; if (!_unconscious) exitWith {};
_dropObjects = nearestObjects [player, DayZ_DropDrageeObjects, 3];
if (count _dropObjects > 0) exitWith {};
// Attach before the other client sets direction and position
_dragee attachto [_medic,[0.1, 1.01, 0]];
// Send information to start the carry process
PVDZ_send = [_dragee,"CarryPlayer",_dragee,[_dragee,dayz_authKey,_medic]];
publicVariableServer "PVDZ_send";
// Wait until the other client has performed its actions.
waitUntil {((_dragee getVariable ["NORRN_unit_dragged",false]) || (!alive _dragee));};
uiSleep 1;
detach _dragee; detach _dragee;
uiSleep 1.5;
// public EH // Animation needs to be synced on all clients.
//PVDZ_drg_RACarUp = _dragee; // not used [nil, _medic, rSWITCHMOVE, "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon"] call RE;
//publicVariable "PVDZ_drg_RACarUp"; // not used _medic switchMove "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon";
//_dragee switchMove "ainjpfalmstpsnonwrfldnon_carried_up";
//PVDZ_drg_RAPicUp = _unit; // not used // Fix from fn_unconscious
//publicVariable "PVDZ_drg_RAPicUp"; // not used disableUserInput false; disableUserInput false;
_unit switchMove "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon"; disableUserInput true; disableUserInput true;
disableUserInput false; disableUserInput false;
uiSleep 10; uiSleep 10;
_dragee switchmove "ainjpfalmstpsnonwrfldnon_carried_still";
_dragee attachto [_unit,[-0.2, 0.2, 0]];
// Wait until first animation done to attach player
_dragee attachto [_medic,[-0.2, 0.2, 0]];
while {r_carry_sqf} do //Unnecessary actions removed & drop body added
{ call fnc_usec_medic_removeActions;
_anim_name = animationstate _unit; r_action = false;
if (!(_dragee getVariable "NORRN_unconscious")) exitWith force_dropBody = false;
{
detach _dragee; NORRN_dropAction = player addAction [localize "str_actions_medical_dropbody", "\z\addons\dayz_code\medical\drop_body.sqf",[_medic,_dragee], 0, false, true];
_unit switchMove ""; r_drag_sqf = true;
player removeAction Norrn_dropAction;
r_carry_sqf = false; while {r_drag_sqf} do {
_dropObjects = nearestObjects [player, DayZ_DropDrageeObjects, 3]; //Prevent exploit of glitching through doors
if (force_dropBody || {count _dropObjects > 0} || {!(_dragee getVariable ["NORRN_unconscious", false])} || {!alive _dragee}) then {
[0,0,0,[_medic,_dragee]] execVM "\z\addons\dayz_code\medical\drop_body.sqf";
}; };
//check that dragged unit still exists if (vehicle player != player) then {
if (!alive _unit || _anim_name != "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon" && _anim_name != "acinpercmstpsraswrfldnon" && _anim_name != "acinpercmrunsraswrfldf") exitWith player action ["eject", vehicle player];
{ localize "str_actions_medical_dragbody_veh" call dayz_rollingMessages;
player removeAction NORRN_dropAction; [0,0,0,[_medic,_dragee]] execVM "\z\addons\dayz_code\medical\drop_body.sqf";
detach _dragee;
_unit switchMove "";
r_carry_sqf = false;
}; };
uiSleep 0.1; uiSleep 0.1;
}; };
if (true) exitWith {};

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@@ -6,14 +6,14 @@
JULY 2010 - norrin JULY 2010 - norrin
***************************************************************************************************************************** *****************************************************************************************************************************
Start drag.sqf
Updated December 2019 - JasonTM
*/ */
private ["_unit","_dragee","_pos","_dir","_addAction"]; private ["_medic","_dragee","_dropObjects","_unconscious"];
_dragee = _this select 3; _dragee = _this select 3;
_unit = player; _medic = player;
_unconscious = _dragee getVariable ["NORRN_unconscious", false]; _unconscious = _dragee getVariable ["NORRN_unconscious", false];
_addAction = false;
if (isNull _dragee) exitWith {}; if (isNull _dragee) exitWith {};
if (!_unconscious) exitWith {}; if (!_unconscious) exitWith {};
@@ -21,48 +21,45 @@ if (!_unconscious) exitWith {};
_dropObjects = nearestObjects [player, DayZ_DropDrageeObjects, 3]; _dropObjects = nearestObjects [player, DayZ_DropDrageeObjects, 3];
if (count _dropObjects > 0) exitWith {}; if (count _dropObjects > 0) exitWith {};
//player assumes dragging posture // Animation needs to be synced on all clients.
[nil, _medic, rSWITCHMOVE, "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2"] call RE;
_medic switchmove "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2";
// Fix from fn_unconscious
disableUserInput false; disableUserInput false;
disableUserInput true; disableUserInput true;
disableUserInput false; disableUserInput false;
uiSleep .5;
// Attach before the other client sets direction and position
_dragee attachto [_medic,[0.1, 1.01, 0]];
// Send information to start the drag process
PVDZ_send = [_dragee,"DragPlayer",_dragee,[_dragee,dayz_authKey,_medic]];
publicVariableServer "PVDZ_send";
// Wait until the other client has performed its actions.
waitUntil {uiSleep 0.02; ((_dragee getVariable ["NORRN_unit_dragged",false]) || (!alive _dragee));};
//Unnecessary actions removed & drop body added
call fnc_usec_medic_removeActions;
r_action = false;
force_dropBody = false;
NORRN_dropAction = player addAction [localize "str_actions_medical_dropbody", "\z\addons\dayz_code\medical\drop_body.sqf",[_medic,_dragee], 0, false, true];
r_drag_sqf = true; r_drag_sqf = true;
while {r_drag_sqf} do { while {r_drag_sqf} do {
if (!_addAction) then {
_dragee setVariable ["NORRN_unit_dragged", true, true];
_unit playActionNow "grabDrag";
uiSleep 2;
//unconscious unit assumes dragging posture
//public EH
//PVDZ_drg_RaDrag = _dragee;
PVDZ_drg_RaDrag = [_dragee];
publicVariable "PVDZ_drg_RaDrag";
//_dragee switchmove "ainjppnemstpsnonwrfldb_still";
_dragee attachto [_unit,[0.1, 1.01, 0]];
uiSleep 0.02;
//rotate wounded units so that it is facing the correct direction
//PVDZ_drg_R180 = _dragee; // not used
//publicVariable "PVDZ_drg_R180"; // not used
_dragee setDir 180;
//Uneccesary actions removed & drop body added
call fnc_usec_medic_removeActions;
NORRN_dropAction = player addAction [localize "str_actions_medical_dropbody", "\z\addons\dayz_code\medical\drop_body.sqf",_dragee, 0, false, true];
//NORRN_carryAction = player addAction ["Carry body", "\z\addons\dayz_code\medical\carry.sqf",_dragee, 0, false, true];
uiSleep 1;
_addAction = true;
};
_dropObjects = nearestObjects [player, DayZ_DropDrageeObjects, 3]; //Prevent exploit of glitching through doors _dropObjects = nearestObjects [player, DayZ_DropDrageeObjects, 3]; //Prevent exploit of glitching through doors
if (force_dropBody || (count _dropObjects > 0)) then { if (force_dropBody || {count _dropObjects > 0} || {!(_dragee getVariable ["NORRN_unconscious", false])} || {!alive _dragee}) then {
[cursorTarget, _unit, _unconscious, _dragee] execVM "\z\addons\dayz_code\medical\drop_body.sqf"; [0,0,0,[_medic,_dragee]] execVM "\z\addons\dayz_code\medical\drop_body.sqf";
}; };
if (vehicle player != player) then { if (vehicle player != player) then {
player action ["eject", vehicle player]; player action ["eject", vehicle player];
localize "str_actions_medical_dragbody_veh" call dayz_rollingMessages; localize "str_actions_medical_dragbody_veh" call dayz_rollingMessages;
[cursorTarget, _unit, _unconscious, _dragee] execVM "\z\addons\dayz_code\medical\drop_body.sqf"; [0,0,0,[_medic,_dragee]] execVM "\z\addons\dayz_code\medical\drop_body.sqf";
}; };
if (!r_drag_sqf) exitWith {}; uiSleep 0.1;
uiSleep 0.001;
}; };

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@@ -7,28 +7,20 @@
***************************************************************************************************************************** *****************************************************************************************************************************
Start drop_body.sqf Start drop_body.sqf
*/ */
private ["_medic","_dragee"];
_dragee = _this select 3; _medic = (_this select 3) select 0;
_dragee = (_this select 3) select 1;
player removeAction NORRN_dropAction; player removeAction NORRN_dropAction;
//player removeAction NORRN_carryAction;
NORRN_remove_drag = true;
r_drag_sqf = false;
r_carry_sqf = false;
r_action = false;
_unit = player;
detach _unit;
detach _dragee;
_unit switchMove "";
_dragee switchMove "";
NORRN_Dragged_body = objNull;
_dragee setVariable ["NORRN_unit_dragged", false, true];
//lie on back
_dragee playMoveNow "ainjppnemstpsnonwrfldnon";
//PVDZ_drg_Ralie = _dragee; // not used
//publicVariable "PVDZ_drg_Ralie"; // not used
force_dropBody = false; force_dropBody = false;
r_drag_sqf = false;
if (true) exitWith {}; //detach _medic;
_medic switchMove "";
if (alive _dragee) then {
PVDZ_send = [_dragee, "DropPlayer",_dragee,[_dragee,dayz_authKey,_medic]];
publicVariableServer "PVDZ_send";
};

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@@ -0,0 +1,26 @@
// animDrag.sqf
private "_dragee";
_dragee = _this;
// Check to see that the passed object matches local player object
if (player != _dragee) exitWith {};
if !(r_player_unconscious) exitWith {};
// Have to wait until attached to set direction and position
_dragee setDir -180;
_dragee setPos (getPos _dragee);
_dragee setVariable ["NORRN_unit_dragged", true, true];
uiSleep 1.5;
// First animation
[nil, _dragee, rSWITCHMOVE, "ainjpfalmstpsnonwrfldnon_carried_up"] call RE;
_dragee switchmove "ainjpfalmstpsnonwrfldnon_carried_up";
uiSleep 10;
// Second animation
[nil, _dragee, rSWITCHMOVE, "ainjpfalmstpsnonwrfldnon_carried_still"] call RE;
_dragee switchmove "ainjpfalmstpsnonwrfldnon_carried_still";

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@@ -0,0 +1,18 @@
// animDrop.sqf
private "_dragee";
_dragee = _this;
// Check to see that the passed object matches local player object
if (player != _dragee) exitWith {};
_dragee setVariable ["NORRN_unit_dragged", false, true];
detach _dragee;
// We don't want to override the animations from fn_unconscious or load_act.sqf
if (r_player_unconscious) then {
// Animation needs to be synced on all clients.
[nil, _dragee, rSWITCHMOVE, "ainjppnemstpsnonwrfldnon"] call RE;
_dragee switchmove "ainjppnemstpsnonwrfldnon";
};

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@@ -1,153 +1,61 @@
private ["_unit","_blood","_lowBlood","_injured","_inPain","_animState","_started","_finished","_timer","_i","_isMedic","_duration","_rhVal","_bloodBagArrayNeeded","_BBneeded","_bbselect","_bloodBagNeeded","_badBag","_wholeBag","_bagFound","_bagToRemove","_forceClose","_bloodType","_rh","_bloodBagArray","_bbarray_length","_bloodBagWholeNeeded","_haswholebag","_r","_transfusionInfection"]; private ["_msg","_unit","_bagUsed","_duration","_rhVal","_badBag","_bloodType","_bloodBagWholeNeeded","_wholeBag","_transfusionInfection","_finished","_bloodAmount"];
// Check to see if enough time has passed since the last self-transfusion.
if (time - dayz_lastSelfTransfusion <= DZE_selfTransfuse_Values select 2) exitWith {localize "str_actions_medical_18" call dayz_rollingMessages;};
// bleed.sqf
_unit = _this select 0; _unit = _this select 0;
_bagUsed = _this select 1; _bagUsed = _this select 1;
_blood = _unit getVariable ["USEC_BloodQty", 0];
_lowBlood = _unit getVariable ["USEC_lowBlood", false];
_injured = _unit getVariable ["USEC_injured", false];
_inPain = _unit getVariable ["USEC_inPain", false];
if (time - dayz_lastSelfTransfusion <= DZE_selfTransfuse_Values select 2) exitWith {localize "str_actions_medical_18" call dayz_rollingMessages;};
call gear_ui_init; call gear_ui_init;
closeDialog 0; closeDialog 0;
_bloodType = _unit getVariable ["blood_type", false];
_rh = _unit getVariable ["rh_factor", false];
_badBag = false; _badBag = false;
_wholeBag = false; _wholeBag = false;
_bagFound = false; _msg = "";
_BBneeded = false;
_forceClose = false;
_transfusionInfection = if (DZE_selfTransfuse_Values select 1 <= 0) then {false} else {((random 100) < (DZE_selfTransfuse_Values select 1))};
if (_blood <= 4000) then {
_duration = 3;
} else {
_duration = 2;
};
_bloodBagArray = ["wholeBloodBagANEG","wholeBloodBagAPOS","wholeBloodBagBNEG","wholeBloodBagBPOS","wholeBloodBagABNEG","wholeBloodBagABPOS","wholeBloodBagONEG","wholeBloodBagOPOS"];
if (_rh) then {_rhVal = "POS";} else {_rhVal = "NEG";};
//No subs for whole blood :(
_bloodBagWholeNeeded = "wholeBloodBag" + _bloodType + _rhVal;
_haswholebag = _bloodBagWholeNeeded in magazines player;
if (_haswholebag) then {
_wholeBag = true;
} else {
_badBag = true;
};
if (dayz_classicBloodBagSystem) then {_wholeBag = true; _badBag = false;};
call fnc_usec_medic_removeActions;
r_action = false;
if (vehicle player == player) then {
//not in a vehicle
player playActionNow "Medic";
};
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = false; _finished = false;
_timer = diag_tickTime; _transfusionInfection = if (DZE_selfTransfuse_Values select 1 <= 0) then {false} else {((random 100) < (DZE_selfTransfuse_Values select 1))};
_i = 0; _duration = if ((_unit getVariable ["USEC_BloodQty", 0]) <= 4000) then {3} else {2};
_r = 0;
while {r_doLoop and (_i < 12)} do { if (!dayz_classicBloodBagSystem) then {
_animState = animationState player; // A player can only self blood bag with a whole typed bag or the classic ItemBloodbag.
_isMedic = ["medic",_animState] call fnc_inString; // If not using dayz_classicBloodBagSystem then the player needs to know his/her blood type or use wholeBloodBagONEG.
_bloodType = _unit getVariable ["blood_type", ""];
_rhVal = if (_unit getVariable ["rh_factor", false]) then {"POS"} else {"NEG"};
_bloodBagWholeNeeded = "wholeBloodBag" + _bloodType + _rhVal;
_wholeBag = _bagUsed in ["wholeBloodBagONEG",_bloodBagWholeNeeded];
if (!_wholeBag) then {_badBag = true;};
};
_bloodAmount = if (!_wholeBag) then {(DZE_selfTransfuse_Values select 0)} else {4000};
if (((vehicle player != player) || _isMedic) and !_started) then {
closeDialog 0;
diag_log format ["TRANSFUSION: starting blood transfusion (%1 > %2)", name player, name _unit];
if (_badBag) then {
for "_r" from 0 to 15 do {
_bagToRemove = _bagUsed;
if (_bagToRemove in magazines player) exitWith { //TODO: add separate action menu options so the removed bag isn't random
_bagFound = true;
if (_r >= 8) then {
_wholeBag = true;
};
};
};
} else {
if (_wholeBag) then {_bagToRemove = _bloodBagWholeNeeded; };
if (dayz_classicBloodBagSystem) then { _bagToRemove = _bagUsed; };
if (_bagToRemove in magazines player) then { _bagFound = true; };
};
if (!_bagFound) then {_forceClose = true;} else { player removeMagazine _bagToRemove;};
localize "str_actions_medical_transfusion_start" call dayz_rollingMessages; localize "str_actions_medical_transfusion_start" call dayz_rollingMessages;
_started = true; _unit removeMagazine _bagUsed;
// Players can self blood bag in a vehicle so we use this simple method.
if (vehicle player == player) then {
_finished = ["Medic",1] call fn_loopAction;
} else {
uiSleep 3;
_finished = true;
}; };
if (_started) then { if (!_finished) then {
if ((diag_tickTime - _timer) >= 1) then { _unit addMagazine _bagUsed;
_timer = diag_tickTime; _msg = "str_actions_medical_transfusion_interrupted";
_i = _i + 3; } else {
if (!_badBag) then { if (!_badBag) then {
if (!_forceClose) then { r_player_blood = (r_player_blood + _bloodAmount) min r_player_bloodTotal;
if (!_wholeBag) then { _msg = "str_actions_medical_transfusion_successful";
_randomamount = round(random 60);
r_player_blood = r_player_blood + 100 + _randomamount;
} else { } else {
_randomamount = round(random 200); // Player gets knocked unconscious and receives no blood if wrong type is used.
r_player_blood = (r_player_blood + ((DZE_selfTransfuse_Values select 0)/4)) min r_player_bloodTotal;
};
//PVDZ_send = [_unit,"Transfuse",[_unit,player,1000]];
//publicVariableServer "PVDZ_send";
};
} else {
if (!_forceClose and (_i >= 12)) then {
[_unit, _duration] call fnc_usec_damageUnconscious; [_unit, _duration] call fnc_usec_damageUnconscious;
_msg = "str_actions_medical_transfusion_fail";
}; };
};
};
if (vehicle player == player) then {
if (!_isMedic) then {
player playActionNow "Medic";
};
} else {
uisleep 4;
};
};
_blood = _unit getVariable ["USEC_BloodQty", 0];
if (((_blood >= r_player_bloodTotal) and !_badBag and _bagFound) or (_i == 12)) then {
diag_log format ["TRANSFUSION: completed blood transfusion successfully (_i = %1)", _i];
dayz_lastSelfTransfusion = time; dayz_lastSelfTransfusion = time;
if (_transfusionInfection) then {r_player_infected = true; player setVariable["USEC_infected",true,true];}; if (_transfusionInfection) then {
localize "str_actions_medical_transfusion_successful" call dayz_rollingMessages; r_player_infected = true;
r_doLoop = false; player setVariable["USEC_infected",true,true];
};
}; };
if (r_interrupt or _forceClose) then { localize _msg call dayz_rollingMessages;
diag_log format ["TRANSFUSION: transfusion was interrupted (r_interrupt: %1 | distance: %2 | _i = %3)", r_interrupt, player distance _unit, _i];
localize "str_actions_medical_transfusion_interrupted" call dayz_rollingMessages;
r_doLoop = false;
};
uiSleep 0.1;
};
r_doLoop = false;
if (r_interrupt) then {
r_interrupt = false;
if (vehicle player == player) then {
player switchMove "";
player playActionNow "stop";
};
};

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