Files
DayZ-Epoch/SQF/dayz_code/medical/blood_test.sqf
A Man 76ac4addc5 Update medical functions
This updates the medical functions for the new player_humanityChange call and updates the code where it was needed.
2020-04-03 12:45:37 +02:00

318 lines
11 KiB
Plaintext

/* ********************************************************
Used to check and display blood type + Rh
By icomrade for DayZ Mod
********************************************************* */
private ["_unit","_abc","_opened","_water_displayed","_A_Watered","_B_Watered","_allDisplayed","_water_closed","_D_Watered","_control_Watered","_needleOpened","_needleRed","_antiABlooded","_allClicked","_antiBBlooded","_antiDBlooded","_control_displayed","_antiA_displayed","_antiB_displayed","_antiD_displayed","_results_shown","_isDone","_watered","_watered_complete","_isClose","_unit","_hasTester","_display","_resultsCard_hidden","_antiA","_AntiB","_AntiD","_Control","_waterBottle","_needle","_name","_resultsCard_front","_antiAUntested","_antiBUntested","_antiDUntested","_controlUntested","_waterBottleImage","_waterBottleClickedImage","_needleClosedImage","_needleOpenImage","_watered_image","_needleRedImage","_bloodTypeCard","_bloodTypeCardHidden","_controlImage","_RBWhole1","_RBWhole2","_RBWhole3","_RBWhole4","_RBWhole5","_Aglut1","_Aglut2","_Aglut3","_Aglut4","_Aglut5","_wholeArray","_aglutArray","_rnd1","_rnd2","_rnd3","_type","_rh"];
disableSerialization;
//remove option
call fnc_usec_medic_removeActions;
r_action = false;
_unit = (_this select 3) select 0;
if (dialog) then {
_abc = findDisplay 106;
_abc closeDisplay 0;
};
_hasTester = "bloodTester" in magazines player;
_antiA_displayed = false;
_antiB_displayed = false;
_antiD_displayed = false;
_control_displayed = false;
_water_displayed = false;
_opened = false;
_isDone = false;
_A_Watered = false;
_B_Watered = false;
_D_Watered = false;
_control_Watered = false;
_results_shown = false;
_needleOpened = false;
_needleRed = false;
_antiABlooded = false;
_antiBBlooded = false;
_antiDBlooded = false;
_allClicked = 0;
if (!_hasTester) exitWith {};
createDialog "bloodTest";
uiSleep 0.02;
_display = uiNamespace getVariable 'DayZ_Blood_Test';
_resultsCard_hidden = _display displayCtrl 1288;
_antiA = _display displayCtrl 1293;
_AntiB = _display displayCtrl 1294;
_AntiD = _display displayCtrl 1295;
_Control = _display displayCtrl 1296;
_waterBottle = _display displayCtrl 1297;
_needle = _display displayCtrl 1298;
_name = _display displayCtrl 1289;
_resultsCard_front = _display displayCtrl 1299;
_resultsCard_front ctrlShow false;
_antiAUntested = "\z\addons\dayz_code\gui\blood\bloodtest_t_antiA.paa";
_antiBUntested = "\z\addons\dayz_code\gui\blood\bloodtest_t_antiB.paa";
_antiDUntested = "\z\addons\dayz_code\gui\blood\bloodtest_t_antiD.paa";
_controlUntested = "\z\addons\dayz_code\gui\blood\bloodtest_t_control.paa";
_waterBottleImage ="\z\addons\dayz_code\gui\blood\bloodtest_button_water.paa";
_waterBottleClickedImage = "\z\addons\dayz_code\gui\blood\bloodtest_button_water_enabled.paa";
_needleClosedImage = "\z\addons\dayz_code\gui\blood\bloodtest_button_drawblood_closed.paa";
_needleOpenImage = "\z\addons\dayz_code\gui\blood\bloodtest_button_drawblood_open.paa";
_watered_image = "\z\addons\dayz_code\gui\blood\bloodtest_waterdrop.paa";
_needleRedImage = "\z\addons\dayz_code\gui\blood\bloodtest_button_drawblood_enabled.paa";
_bloodTypeCard = "\z\addons\dayz_code\gui\blood\bloodtest_results.paa";
_bloodTypeCardHidden = "\z\addons\dayz_code\gui\blood\bloodtest_button_results.paa";
_controlImage = "\z\addons\dayz_code\gui\blood\bloodtest_blood_waiting.paa";
_RBWhole1 = "\z\addons\dayz_code\gui\blood\bloodtest_blood1.paa";
_RBWhole2 = "\z\addons\dayz_code\gui\blood\bloodtest_blood2.paa";
_RBWhole3 = "\z\addons\dayz_code\gui\blood\bloodtest_blood3.paa";
_RBWhole4 = "\z\addons\dayz_code\gui\blood\bloodtest_blood4.paa";
_RBWhole5 = "\z\addons\dayz_code\gui\blood\bloodtest_blood5.paa";
_Aglut1 = "\z\addons\dayz_code\gui\blood\bloodtest_blood_true1.paa";
_Aglut2 = "\z\addons\dayz_code\gui\blood\bloodtest_blood_true2.paa";
_Aglut3 = "\z\addons\dayz_code\gui\blood\bloodtest_blood_true3.paa";
_Aglut4 = "\z\addons\dayz_code\gui\blood\bloodtest_blood_true4.paa";
_Aglut5 = "\z\addons\dayz_code\gui\blood\bloodtest_blood_true5.paa";
_wholeArray = [_RBWhole1,_RBWhole2,_RBWhole3,_RBWhole4,_RBWhole5];
_aglutArray = [_Aglut1,_Aglut2,_Aglut3, _Aglut4,_Aglut5];
_allDisplayed = false;
_water_closed = false;
r_interrupt = false;
r_doLoop = true;
r_A_watered = false;
r_B_watered = false;
r_D_watered = false;
r_control_watered = false;
r_canClick_resultsCard = false;
r_resultsCard_Clicked = false;
r_water_clicked = false;
r_needleclicked = 0;
r_control_done = false;
r_antiA_done = false;
r_antiB_done = false;
r_antiD_done = false;
_watered_complete = 0;
_rnd1 = round(random 4);
_rnd2 = floor(random 4);
_rnd3 = ceil(random 4);
_type = _unit getVariable ["blood_type", false];
_rh = _unit getVariable ["rh_factor", false];
while {!_isDone && r_doLoop} do {
_watered = r_A_watered or r_B_watered or r_D_watered or r_control_watered;
//display untested images
if (!_opened) then {
if (alive _unit) then {
_name ctrlSetText (name _unit);
};
_antiA ctrlSetText _antiAUntested;
_antiB ctrlSetText _antiBUntested;
_antiD ctrlSetText _antiDUntested;
_Control ctrlSetText _controlUntested;
_waterBottle ctrlSetText _waterBottleImage;
_needle ctrlSetText _needleClosedImage;
_resultsCard_hidden ctrlSetText _bloodTypeCardHidden;
_opened = true;
};
//display clicked water bottle image
if (r_water_clicked && {!_water_displayed}) then {
_waterBottle ctrlSetText _waterBottleClickedImage;
_water_displayed = true;
player removeMagazine "bloodTester";
};
//display water marks
if (r_water_clicked && {_watered} && {_watered_complete <= 4}) then {
if (r_A_watered && {!_A_Watered}) then {
_antiA ctrlSetText _watered_image;
_A_Watered = true;
_watered_complete = _watered_complete + 1;
};
if (r_B_watered && {!_B_Watered}) then {
_antiB ctrlSetText _watered_image;
_B_Watered = true;
_watered_complete = _watered_complete + 1;
};
if (r_D_watered && {!_D_Watered}) then {
_antiD ctrlSetText _watered_image;
_D_Watered = true;
_watered_complete = _watered_complete + 1;
};
if (r_control_watered && {!_control_Watered}) then {
_Control ctrlSetText _watered_image;
_control_Watered = true;
_watered_complete = _watered_complete + 1;
};
};
//open needle
if ((r_needleclicked == 1) && {!_needleOpened}) then {
_needle ctrlSetText _needleOpenImage;
_needleOpened = true;
};
//close water
if ((_watered_complete >= 4) && {!_water_closed}) then {
_water_closed = true;
_waterBottle ctrlSetText _waterBottleImage;
};
//needle clicked
if ((r_needleclicked >= 2) && {!_needleRed && {_needleOpened} && {_watered_complete >= 4} && {!r_needleReset}}) then {
_needle ctrlSetText _needleRedImage;
_needleRed = true;
};
//reset needle
if (_needleRed && {r_needleReset}) then {
_needle ctrlSetText _needleOpenImage;
_needleRed = false;
};
//fill with blood
if (r_antiA_done && {!_antiABlooded} && {_needleRed}) then {
r_needleReset = true;
_antiA ctrlSetText _controlImage;
_antiABlooded = true;
_allClicked = _allClicked + 1;
};
if (r_antiB_done && {!_antiBBlooded} && {_needleRed}) then {
r_needleReset = true;
_antiB ctrlSetText _controlImage;
_antiBBlooded = true;
_allClicked = _allClicked + 1;
};
if (r_antiD_done && {!_antiDBlooded} && {_needleRed}) then {
r_needleReset = true;
_antiD ctrlSetText _controlImage;
_antiDBlooded = true;
_allClicked = _allClicked + 1;
};
if (r_control_done && {!_control_displayed} && {_needleRed}) then {
r_needleReset = true;
_Control ctrlSetText _controlImage;
_control_displayed = true;
_allClicked = _allClicked + 1;
};
_isClose = ((player distance _unit) < ((sizeOf typeOf _unit) / 2));
if (r_interrupt or !_isClose) then {
r_doLoop = false;
};
//The magic happens
if (_allClicked == 4) then {
call {
if (_type == "A") exitwith {
if (!_allDisplayed) then {
uiSleep 2;
if (r_antiA_done && {!_antiA_displayed}) then {
_antiA ctrlSetText (_aglutArray select _rnd1);
_antiA_displayed = true;
};
if (r_antiB_done && {!_antiB_displayed}) then {
_AntiB ctrlSetText (_wholeArray select _rnd2);
_antiB_displayed = true;
};
if (r_antiD_done && {!_antiD_displayed}) then {
if (_rh) then {
_AntiD ctrlSetText (_aglutArray select _rnd3);
} else {
_AntiD ctrlSetText (_wholeArray select _rnd3);
};
_antiD_displayed = true;
};
_allDisplayed = true;
};
};
if (_type == "B") exitwith {
if (!_allDisplayed) then {
uiSleep 2;
if (r_antiA_done && {!_antiA_displayed}) then {
_antiA ctrlSetText (_wholeArray select _rnd1);
_antiA_displayed = true;
};
if (r_antiB_done && {!_antiB_displayed}) then {
_AntiB ctrlSetText (_aglutArray select _rnd2);
_antiB_displayed = true;
};
if (r_antiD_done && {!_antiD_displayed}) then {
if (_rh) then {
_AntiD ctrlSetText (_aglutArray select _rnd3);
} else {
_AntiD ctrlSetText (_wholeArray select _rnd3);
};
_antiD_displayed = true;
};
_allDisplayed = true;
};
};
if (_type == "AB") exitwith {
if (!_allDisplayed) then {
uiSleep 2;
if (r_antiA_done && {!_antiA_displayed}) then {
_antiA ctrlSetText (_aglutArray select _rnd1);
_antiA_displayed = true;
};
if (r_antiB_done && {!_antiB_displayed}) then {
_AntiB ctrlSetText (_aglutArray select _rnd2);
_antiB_displayed = true;
};
if (r_antiD_done && {!_antiD_displayed}) then {
if (_rh) then {
_AntiD ctrlSetText (_aglutArray select _rnd3);
} else {
_AntiD ctrlSetText (_wholeArray select _rnd3);
};
_antiD_displayed = true;
};
_allDisplayed = true;
};
};
if (_type == "O") exitwith {
if (!_allDisplayed) then {
uiSleep 2;
if (r_antiA_done && {!_antiA_displayed}) then {
_antiA ctrlSetText (_wholeArray select _rnd1);
_antiA_displayed = true;
};
if (r_antiB_done && {!_antiB_displayed}) then {
_AntiB ctrlSetText (_wholeArray select _rnd2);
_antiB_displayed = true;
};
if (r_antiD_done && {!_antiD_displayed}) then {
if (_rh) then {
_AntiD ctrlSetText (_aglutArray select _rnd3);
} else {
_AntiD ctrlSetText (_wholeArray select _rnd3);
};
_antiD_displayed = true;
};
_allDisplayed = true;
};
};
};
r_canClick_resultsCard = true;
if (r_resultsCard_Clicked && {_antiD_displayed && {_antiB_displayed} && {_antiA_displayed} && {_control_displayed} && {!_results_shown}}) then {
_resultsCard_hidden ctrlShow false;
_resultsCard_front ctrlShow true;
_resultsCard_front ctrlSetText _bloodTypeCard;
_results_shown = true;
};
};
if (_antiD_displayed && {_antiB_displayed && {_antiA_displayed} && {_control_displayed} && {_results_shown}}) then {
r_doLoop = false;
_isDone = true;
[] spawn {
uiSleep 7;
player setVariable["blood_testDone",true,true];
};
};
uiSleep 0.01;
};