private ["_msg","_bagUsed","_bloodResult","_bloodAmount","_unit","_humanityAwarded","_timer","_i","_isClose","_duration","_rhVal","_bloodBagArrayNeeded","_badBag","_wholeBag","_bagFound","_bloodType","_rh","_bloodBagWholeNeeded","_wholeBagFound","_bloodTestdone"];// bleed.sqf _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 //_hasTransfusionKit = "transfusionKit" in magazines player; if (time - dayz_lastTransfusion > 120) then {dayz_bloodBagHumanity = 300;}; //Reset humanity reward to full value after two minutes _badBag = false; _wholeBag = 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 //if (!_hasTransfusionKit) exitWith { localize "str_actions_medical_transfusion_failed_transfusionkit" call dayz_rollingMessages; }; //Unconscious timeout for receiving unit _duration = [2,3] select (_unit getVariable ["USEC_BloodQty", 0]); _bloodBagArrayNeeded = ["bloodBagONEG"]; if (_bloodTestdone) then { // if the recipient does not know his blood type, only O- can apply _bloodBagArrayNeeded = call { if (_bloodResult == "APOS") exitWith {["bloodBagAPOS","bloodBagANEG","bloodBagONEG","bloodBagOPOS"];}; if (_bloodResult == "ANEG") exitWith {["bloodBagANEG","bloodBagONEG"];}; if (_bloodResult == "BPOS") exitWith {["bloodBagBPOS","bloodBagBNEG","bloodBagONEG","bloodBagOPOS"];}; if (_bloodResult == "BNEG") exitWith {["bloodBagBNEG","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"];}; if (_bloodResult == "ONEG") exitWith {["bloodBagONEG"];}; }; }; _bagFound = (_bagUsed in _bloodBagArrayNeeded); //No subs for whole blood :( _bloodBagWholeNeeded = "wholeBloodBag" + _bloodResult; _wholeBagFound = (_bagUsed == _bloodBagWholeNeeded); call { // Options are listed top to bottom in order of precedence if (_bagFound) exitWith {_wholeBag = false; _badBag = false;}; //use packed/separated bags first if (_wholeBagFound) exitWith {_wholeBag = true; _badBag = false;}; _wholeBag = false; _badBag = true; // Default }; }; r_interrupt = false; r_doLoop = true; _timer = diag_tickTime; _i = 0; _humanityAwarded = 0; _msg = ""; _bloodAmount = [4000 /*Whole blood only gives 4k*/,r_player_bloodTotal/*Full bloodbag*/] select (!_wholeBag); //diag_log format ["TRANSFUSION: starting blood transfusion (%1 > %2)", name player, name _unit]; player removeMagazine _bagUsed; player playActionNow "Medic"; if (!_badBag) then { PVDZ_send = [_unit,"Transfuse",[_unit,player,_bloodAmount]]; publicVariableServer "PVDZ_send"; }; 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 { _timer = diag_tickTime; if (!_wholeBag) then { _i = _i + 1; //Full bloodbag } else { _i = _i + 3; //Whole blood only gives 4k }; if (!_badBag) then { _bloodAmount = _bloodAmount - 500; // 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) //Pulled from pull request from ILoveBeans if (_humanityAwarded < dayz_bloodBagHumanity) then { _humanityAwarded = _humanityAwarded + 25; }; } else { // This is designed to knock the player out after 12 seconds if they get a bad blood bag. if (_i >= 12) then { _bloodAmount = 0; // 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"; }; }; }; if ((_unit getVariable ["USEC_BloodQty", 0]) >= r_player_bloodTotal || _bloodAmount == 0) then { //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. dayz_lastTransfusion = time; if (!_badBag) then { _humanityAwarded call player_humanityChange; _msg = "str_actions_medical_transfusion_successful"; }; r_doLoop = false; }; _isClose = ((player distance _unit) < ((sizeOf typeOf _unit) / 2)); if (r_interrupt || {!_isClose}) then { //diag_log format ["TRANSFUSION: transfusion was interrupted (r_interrupt: %1 | distance: %2 (%3) | _i = %4)", r_interrupt, player distance _unit, _isClose, _i]; _msg = "str_actions_medical_transfusion_interrupted"; r_doLoop = false; }; uiSleep 1; }; r_doLoop = false; if (r_interrupt) then { r_interrupt = false; player switchMove ""; 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;