scriptName "Functions\misc\fn_damageActions.sqf"; #include "\z\addons\dayz_code\util\array.hpp"; /*********************************************************** ADD ACTIONS FOR A CASUALTY - Function - [] call fnc_usec_damageActions; ************************************************************/ if (DZE_ActionInProgress) exitWith {}; private ["_action","_weaponName","_turret","_weapons","_assignedRole","_driver","_action1","_action2","_vehicle","_unit","_vehType","_vehClose","_hasVehicle","_unconscious","_lowBlood","_injured","_inPain","_legsBroke","_armsBroke","_charID","_friendlies","_playerMagazines","_hasBandage","_hasEpi","_hasMorphine","_hasPainkillers","_unconscious_crew","_patients","_crew","_menClose","_hasPatient","_inVehicle","_isClose","_transfuse"]; _menClose = cursorTarget; _hasPatient = alive _menClose; _vehicle = vehicle player; _inVehicle = (_vehicle != player); _isClose = ((player distance _menClose) < ((sizeOf typeOf _menClose) / 2)); if (_inVehicle) then { r_player_lastVehicle = _vehicle; _assignedRole = assignedVehicleRole player; _driver = driver (vehicle player); if (str (_assignedRole) != str (r_player_lastSeat)) then { call r_player_removeActions2; }; if (!r_player_unconscious && !r_action2) then { r_player_lastSeat = _assignedRole; if ((_vehicle isKindOf "helicopter") || (_inVehicle && ({(isPlayer _x) && (alive _x)} count (crew _vehicle) > 1))) then { //allow switch to pilot if (((_assignedRole select 0) != "driver") && ((!alive _driver) or ((_vehicle emptyPositions "Driver") > 0))) then { if (_vehicle isKindOf "helicopter") then { _action = _vehicle addAction [localize "str_actions_helipilotseat", "\z\addons\dayz_code\actions\veh_seatActions.sqf",["MoveToPilot",_driver], 0, false, true]; } else { _action = _vehicle addAction[localize "STR_EPOCH_PLAYER_308", "\z\addons\dayz_code\actions\veh_seatActions.sqf", ["MoveToPilot", _driver], 0, false, true]; }; r_player_actions2 set [count r_player_actions2,_action]; r_action2 = true; }; //allow switch to cargo if (((_assignedRole select 0) != "cargo") && ((_vehicle emptyPositions "Cargo") > 0)) then { _action = _vehicle addAction [localize "str_actions_helibackseat", "\z\addons\dayz_code\actions\veh_seatActions.sqf",["MoveToCargo",_driver], 0, false, true]; r_player_actions2 set [count r_player_actions2,_action]; r_action2 = true; }; //allow switch to gunner if (((_assignedRole select 0) != "Turret") && ((_vehicle emptyPositions "Gunner") > 0)) then { _action = _vehicle addAction [localize "str_actions_heligunnerseat", "\z\addons\dayz_code\actions\veh_seatActions.sqf",["MoveToTurret",_driver], 0, false, true]; r_player_actions2 set [count r_player_actions2,_action]; r_action2 = true; }; //allow switch to commander if (((assignedCommander _vehicle) != player) && ((_vehicle emptyPositions "Commander") > 0)) then { _action = _vehicle addAction[localize "STR_EPOCH_PLAYER_311", "\z\addons\dayz_code\actions\veh_seatActions.sqf", ["MoveToTurret", _driver], 0, false, true]; r_player_actions2 set [count r_player_actions2,_action]; r_action2 = true; }; }; if (count _assignedRole > 1) then { _turret = _assignedRole select 1; _weapons = _vehicle weaponsTurret _turret; { _weaponName = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); _action = _vehicle addAction [format[localize "str_actions_addammo",_weaponName], "\z\addons\dayz_code\actions\ammo.sqf",[_vehicle,_x,_turret], 0, false, true]; r_player_actions2 set [count r_player_actions2,_action]; r_action2 = true; } count _weapons; }; }; //Check if patients _crew = crew _vehicle; if (count _crew > 0) then { _unconscious_crew = []; { if (_x getVariable "NORRN_unconscious") then { _unconscious_crew set [(count _unconscious_crew), _x] }; } forEach _crew; _patients = count _unconscious_crew; if (_patients > 0) then { if (!r_action_unload) then { r_action_unload = true; _vehType = typeOf _vehicle; _action = _vehicle addAction [format[localize "str_actions_medical_14",_vehType], "\z\addons\dayz_code\medical\load\unLoad_act.sqf",[player,_vehicle], 0, false, true]; r_player_actions set [count r_player_actions,_action]; }; } else { if (r_action_unload) then { call fnc_usec_medic_removeActions; r_action_unload = false; }; }; }; } else { call r_player_removeActions2; r_player_lastVehicle = objNull; r_player_lastSeat = []; }; //Lets make sure the player is looking at the target if (isPlayer cursorTarget) then { if (!r_drag_sqf && !r_action && !_inVehicle && !r_player_unconscious && (player distance _menClose < 3)) then { _unit = cursorTarget; player reveal _unit; //Arrays _antibiotics =["ItemAntibiotic","ItemAntibiotic1","ItemAntibiotic2","ItemAntibiotic3","ItemAntibiotic4","ItemAntibiotic5","ItemAntibiotic6"]; _bloodBags = ["ItemBloodbag","bloodBagANEG","bloodBagAPOS","bloodBagBNEG","bloodBagBPOS","bloodBagABNEG","bloodBagABPOS","bloodBagONEG","bloodBagOPOS"]; //Var checks _unconscious = _unit getVariable ["NORRN_unconscious", false]; _lowBlood = _unit getVariable ["USEC_lowBlood", false]; _injured = _unit getVariable ["USEC_injured", false]; _hasSepsis = _unit getVariable ["USEC_Sepsis", false]; _inPain = _unit getVariable ["USEC_inPain", false]; _legsBroke = _unit getVariable ["hit_legs", 0] >= 1; _armsBroke = _unit getVariable ["hit_hands", 0] >= 1; _infected = _unit getVariable ["USEC_infected", false]; //Magazine checks _playerMagazines = magazines player; _hasBandage = "ItemBandage" in _playerMagazines; _hasSepsisBandage = "ItemSepsisBandage" in _playerMagazines; _hasEpi = "ItemEpinephrine" in _playerMagazines; _hasMorphine = "ItemMorphine" in _playerMagazines; _hasSplint = "equip_woodensplint" in _playerMagazines; _hasPainkillers = "ItemPainkiller" in _playerMagazines; //_hasEmptyBag = "emptyBloodBag" in _playerMagazines; //_hasTester = "bloodTester" in _playerMagazines; _hasAntibiotics = Array_Any(_playerMagazines, {_this in _antibiotics}); _hasBloodBag = Array_Any(_playerMagazines, {_this in _bloodBags}); _vehClose = (getPosATL player) nearEntities [["Car","Tank","Helicopter","Plane","StaticWeapon","Ship"],5]; _hasVehicle = ({alive _x} count _vehClose > 0); if (_hasPatient) then { //Allow player to drag if (_unconscious) then { r_action = true; _action1 = _unit addAction [localize "STR_UI_GEAR", "\z\addons\dayz_code\actions\openGear.sqf",_unit, 0, true, true]; _action2 = _unit addAction [localize "str_actions_medical_01", "\z\addons\dayz_code\medical\drag.sqf",_unit, 0, true, true]; _action3 = _unit addAction [localize "str_actions_medical_02", "\z\addons\dayz_code\medical\pulse.sqf",_unit, 0, true, true]; r_player_actions set [count r_player_actions, _action1]; r_player_actions set [count r_player_actions, _action2]; r_player_actions set [count r_player_actions, _action3]; }; //Load Vehicle if (_hasVehicle && _unconscious) then { _y = 0; r_action = true; _unit = _unit; _vehicle = _vehClose select _y; while{((!alive _vehicle) && (_y < (count _vehClose)))} do { _y = _y + 1; _vehicle = (_vehClose select _y); _vehType = getText (configFile >> "CfgVehicles" >> typeOf _unit >> "displayName"); uiSleep 0.001; }; _action = _unit addAction [format[localize "str_actions_medical_03",_vehType], "\z\addons\dayz_code\medical\load\load_act.sqf",[player,_vehicle,_unit], 0, true, true]; r_player_actions set [count r_player_actions,_action]; }; //Allow player to bandage if (_injured && _hasBandage) then { r_action = true; _action = _unit addAction [localize "str_actions_medical_04", "\z\addons\dayz_code\medical\bandage.sqf",[_unit,"ItemBandage"], 0, true, true, "", "'ItemBandage' in magazines player"]; r_player_actions set [count r_player_actions,_action]; }; //Sepsis if (_hasSepsis && _hasSepsisBandage) then { r_action = true; _action = _unit addAction [localize "str_actions_medical_04", "\z\addons\dayz_code\medical\bandage.sqf",[_unit,"ItemSepsisBandage"], 0, true, true, "", "'ItemBandage' in magazines player"]; r_player_actions set [count r_player_actions,_action]; }; //Allow player to give Epinephrine if (_unconscious && _hasEpi) then { r_action = true; _action = _unit addAction [localize "str_actions_medical_05", "\z\addons\dayz_code\medical\epinephrine.sqf",[_unit], 0, true, true]; r_player_actions set [count r_player_actions,_action]; }; //Allow player to give Morphine if ((_legsBroke or _armsBroke) && _hasMorphine) then { r_action = true; _action = _unit addAction [localize "str_actions_medical_06", "\z\addons\dayz_code\medical\brokeBones.sqf",[_unit,"ItemMorphine"], 0, true, true, "", "'ItemMorphine' in magazines player"]; r_player_actions set [count r_player_actions,_action]; }; //Allow player to give equip_woodensplint if ((_legsBroke or _armsBroke) && _hasSplint) then { r_action = true; _action = _unit addAction [localize "str_actions_medical_06_splint", "\z\addons\dayz_code\medical\brokeBones.sqf",[_unit,"equip_woodensplint"], 0, true, true, "", "'equip_woodensplint' in magazines player"]; r_player_actions set [count r_player_actions,_action]; }; //Allow player to give Painkillers if (_inPain && _hasPainkillers) then { r_action = true; _action = _unit addAction [localize "str_actions_medical_07", "\z\addons\dayz_code\medical\painkiller.sqf",[_unit], 0, true, true, "", "'ItemPainkiller' in magazines player"]; r_player_actions set [count r_player_actions,_action]; }; //Allow player to transfuse blood if (_lowBlood && _hasBloodBag) then { _transfuse = if (DZE_UseBloodTypes) then {"\z\addons\dayz_code\medical\transfusion.sqf"} else {"\z\addons\dayz_code\medical\transfusion_NoBloodTypes.sqf"}; r_action = true; _action = _unit addAction [localize "str_actions_medical_08",_transfuse,[_unit], 0, true, true]; r_player_actions set [count r_player_actions,_action]; }; //Allow player to give antibiotics if (_infected && _hasAntibiotics) then { r_action = true; _action = _unit addAction [localize "str_actions_medical_give_antibiotics", "\z\addons\dayz_code\medical\antibiotics.sqf",[_unit], 0, true, true]; r_player_actions set [count r_player_actions, _action]; }; if (_unit isKindOf "Man") then { // should only fire if cursor target is man and not vehicle _charID = _unit getVariable ["CharacterID", 0]; _friendlies = player getVariable ["friendlies", []]; if !(_charID in _friendlies) then { r_action = true; _action = _unit addAction ["Tag as friendly", "\z\addons\dayz_code\actions\player_tagFriendly.sqf", [], 0, false, true]; r_player_actions set [count r_player_actions,_action]; }; }; if (r_action) then { r_action_targets set [(count r_action_targets), _unit]; }; if (r_action_unload) then { r_action_unload = false; call fnc_usec_medic_removeActions; }; }; }; }; //Remove Actions if ((!_isClose or !_hasPatient) && r_action) then { call fnc_usec_medic_removeActions; r_action = false; }; //Monitor player setVariable ["damageActions", diag_ticktime, false];