mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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288 lines
14 KiB
Plaintext
288 lines
14 KiB
Plaintext
scriptName "Functions\misc\fn_damageActions.sqf";
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#include "\z\addons\dayz_code\util\array.hpp";
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/***********************************************************
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ADD ACTIONS FOR A CASUALTY
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- Function
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- [] call fnc_usec_damageActions;
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************************************************************/
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private ["_hasABWipes","_dragged","_menClose","_hasPatient","_vehicle","_inVehicle","_isClose","_assignedRole","_driver","_action","_turret","_weapons","_weaponName","_crew","_unconscious_crew","_patients","_vehType","_unit","_antibiotics","_bloodBags","_unconscious","_lowBlood","_injured","_hasSepsis","_inPain","_legsBroke","_armsBroke","_infected","_hasBandage","_hasSepsisBandage","_hasEpi","_hasMorphine","_hasSplint","_hasPainkillers","_hasAntibiotics","_hasBloodBag","_vehClose","_action1","_action2","_action3","_playerMagazines","_isFriendly","_action4","_painkillers"];
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_menClose = cursorTarget;
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_hasPatient = alive _menClose;
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_vehicle = vehicle player;
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_inVehicle = (_vehicle != player);
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_isClose = ((player distance _menClose) < ((sizeOf typeOf _menClose) / 2));
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if (_inVehicle) then {
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r_player_lastVehicle = _vehicle;
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_assignedRole = assignedVehicleRole player;
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_driver = driver (vehicle player);
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if (str (_assignedRole) != str (r_player_lastSeat)) then {
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call r_player_removeActions2;
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if (_vehicle isKindOf "ArmoredSUV_Base_PMC" && {_vehicle animationPhase "HideGun_01" != 0} && {_vehicle emptyPositions "Gunner" == 0}) then {
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//If player enters gunner's seat while hatch is closed then move them out
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(_vehicle turretUnit [0]) action ["moveToCargo",_vehicle,(count assignedCargo _vehicle)];
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};
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};
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// Cargo drop self action
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if (DZE_CargoDrop && !r_player_unconscious) then {
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if (_vehicle isKindOf "Air" && {(_assignedRole select 0) == "driver"} && {(([_vehicle] call FNC_GetPos) select 2) > 20}) then {
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if (!r_action_cargoDrop) then {
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{
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if (count (_x select 0) > 0) exitWith { // Each of the inventory arrays has 2 nested arrays [[Class names],[Quantities]], so we want to check the count of class names. Otherwise it will count the two empty arrays for a false positive.
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_action = _vehicle addAction ["Drop Cargo", "\z\addons\dayz_code\actions\veh_cargoDrop.sqf", _vehicle, 0, false, true];
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r_player_actions2 set [count r_player_actions2,_action];
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r_action_cargoDrop = true;
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};
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} count [(getWeaponCargo _vehicle), (getMagazineCargo _vehicle), (getBackpackCargo _vehicle)];
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};
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} else {
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if (r_action_cargoDrop) then {
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call r_player_removeActions2;
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r_action_cargoDrop = false;
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};
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};
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};
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if (!r_player_unconscious && !r_action2) then {
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r_player_lastSeat = _assignedRole;
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if (_vehicle isKindOf "helicopter" || {_inVehicle && {{(isPlayer _x) && (alive _x)} count (crew _vehicle) > 1}}) then {
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//allow switch to pilot
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if (((_assignedRole select 0) != "driver") && {(!alive _driver) || {(_vehicle emptyPositions "Driver") > 0}}) then {
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if (_vehicle isKindOf "helicopter") then {
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_action = _vehicle addAction [localize "str_actions_helipilotseat", "\z\addons\dayz_code\actions\veh_seatActions.sqf",["MoveToPilot",_driver], 0, false, true];
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} else {
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_action = _vehicle addAction[localize "STR_EPOCH_PLAYER_308", "\z\addons\dayz_code\actions\veh_seatActions.sqf", ["MoveToPilot", _driver], 0, false, true];
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};
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r_player_actions2 set [count r_player_actions2,_action];
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r_action2 = true;
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};
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//allow switch to cargo
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if (((_assignedRole select 0) != "cargo") && {(_vehicle emptyPositions "Cargo") > 0}) then {
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_action = _vehicle addAction [localize "str_actions_helibackseat", "\z\addons\dayz_code\actions\veh_seatActions.sqf",["MoveToCargo",_driver], 0, false, true];
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r_player_actions2 set [count r_player_actions2,_action];
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r_action2 = true;
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};
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//allow switch to gunner
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if (((_assignedRole select 0) != "Turret") && {(_vehicle emptyPositions "Gunner") > 0}) then {
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_action = _vehicle addAction [localize "str_actions_heligunnerseat", "\z\addons\dayz_code\actions\veh_seatActions.sqf",["MoveToTurret",_driver], 0, false, true];
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r_player_actions2 set [count r_player_actions2,_action];
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r_action2 = true;
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};
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//allow switch to commander
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if (((assignedCommander _vehicle) != player) && {(_vehicle emptyPositions "Commander") > 0}) then {
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_action = _vehicle addAction[localize "STR_EPOCH_PLAYER_311", "\z\addons\dayz_code\actions\veh_seatActions.sqf", ["MoveToTurret", _driver], 0, false, true];
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r_player_actions2 set [count r_player_actions2,_action];
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r_action2 = true;
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};
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};
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if ((count _assignedRole) > 1 || {(_assignedRole select 0) == "driver"}) then {
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_turret = [-1];
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if ((count _assignedRole) > 1) then {
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_turret = _assignedRole select 1;
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};
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_weapons = _vehicle weaponsTurret _turret;
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_weapons = _weapons - ["CarHorn","MiniCarHorn","SportCarHorn","BikeHorn","TruckHorn","TruckHorn2"];
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{
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_weaponName = getText (configFile >> "cfgWeapons" >> _x >> "displayName");
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_action = _vehicle addAction [format[localize "str_actions_addammo",_weaponName], "\z\addons\dayz_code\actions\ammo.sqf",[_vehicle,_x,_turret], 0, false, true];
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r_player_actions2 set [count r_player_actions2,_action];
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r_action2 = true;
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} count _weapons;
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};
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};
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//Check if patients
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_crew = crew _vehicle;
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if (count _crew > 0 && {!r_player_unconscious}) then {
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_unconscious_crew = [];
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{
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if (_x getVariable "NORRN_unconscious") then {
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_unconscious_crew set [(count _unconscious_crew), _x]
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};
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} forEach _crew;
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_patients = count _unconscious_crew;
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if (_patients > 0) then {
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if (!r_action_unload) then {
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r_action_unload = true;
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_vehType = typeOf _vehicle;
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_action = _vehicle addAction [format[localize "str_actions_medical_14",_vehType], "\z\addons\dayz_code\medical\load\unLoad_act.sqf",[player,_unconscious_crew,_vehicle], 0, false, true];
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r_player_actions2 set [count r_player_actions2,_action];
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};
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} else {
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if (r_action_unload) then {
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call r_player_removeActions2;
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r_action_unload = false;
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};
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};
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};
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} else {
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call r_player_removeActions2;
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r_player_lastVehicle = objNull;
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r_player_lastSeat = [];
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};
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if (r_player_unconscious) then {
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call r_player_removeActions2;
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r_player_lastVehicle = objNull;
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r_player_lastSeat = [];
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r_action_unload = false;
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r_action_cargoDrop = false;
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};
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//Lets make sure the player is looking at the target
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if (isPlayer cursorTarget) then {
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if (!r_drag_sqf && {!r_action} && {!_inVehicle} && {!r_player_unconscious} && {player distance _menClose < 3}) then {
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_unit = cursorTarget;
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player reveal _unit;
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//Arrays
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_antibiotics = ["ItemAntibiotic","ItemAntibiotic1","ItemAntibiotic2","ItemAntibiotic3","ItemAntibiotic4","ItemAntibiotic5","ItemAntibiotic6"];
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_painkillers = ["ItemPainkiller","ItemPainkiller1","ItemPainkiller2","ItemPainkiller3","ItemPainkiller4","ItemPainkiller5","ItemPainkiller6"];
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_bloodBags = ["bloodBagANEG","bloodBagAPOS","bloodBagBNEG","bloodBagBPOS","bloodBagABNEG","bloodBagABPOS","bloodBagONEG","bloodBagOPOS","wholeBloodBagANEG","wholeBloodBagAPOS","wholeBloodBagBNEG","wholeBloodBagBPOS","wholeBloodBagABNEG","wholeBloodBagABPOS","wholeBloodBagONEG","wholeBloodBagOPOS"];
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//Var checks
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_unconscious = _unit getVariable ["NORRN_unconscious", false];
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_dragged = _unit getVariable ["NORRN_unit_dragged", false];
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_lowBlood = _unit getVariable ["USEC_lowBlood", false];
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_injured = _unit getVariable ["USEC_injured", false];
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_hasSepsis = _unit getVariable ["USEC_Sepsis", false];
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_inPain = _unit getVariable ["USEC_inPain", false];
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_legsBroke = _unit getVariable ["hit_legs", 0] >= 1;
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_armsBroke = _unit getVariable ["hit_hands", 0] >= 1;
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_infected = _unit getVariable ["USEC_infected", false];
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//Magazine checks
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_playerMagazines = magazines player;
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_hasBandage = "ItemBandage" in _playerMagazines;
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_hasSepsisBandage = "ItemSepsisBandage" in _playerMagazines;
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_hasEpi = "ItemEpinephrine" in _playerMagazines;
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_hasMorphine = "ItemMorphine" in _playerMagazines;
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_hasSplint = "equip_woodensplint" in _playerMagazines;
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_hasPainkillers = Array_Any(_playerMagazines, {_this in _painkillers});
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_hasAntibiotics = Array_Any(_playerMagazines, {_this in _antibiotics});
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_hasABWipes = "ItemAntibacterialWipe" in _playerMagazines;
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if (dayz_classicBloodBagSystem) then {
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_hasBloodBag = "ItemBloodbag" in _playerMagazines;
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} else {
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_hasBloodBag = Array_Any(_playerMagazines, {_this in _bloodBags});
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};
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_vehClose = (getPosATL player) nearEntities [["Car","Tank","Helicopter","Plane","StaticWeapon","Ship"],5];
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if (_hasPatient) then {
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//Allow player to drag
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if(_unconscious && {!_dragged}) then {
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r_action = true;
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_action1 = _unit addAction [localize "STR_UI_GEAR", "\z\addons\dayz_code\actions\openGear.sqf",_unit, 0, true, true];
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_action2 = _unit addAction [localize "str_actions_medical_01", "\z\addons\dayz_code\medical\drag.sqf",_unit, 0, true, true];
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_action3 = _unit addAction [localize "str_actions_medical_02", "\z\addons\dayz_code\medical\pulse.sqf",_unit, 0, true, true];
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_action4 = _unit addAction [localize "str_actions_medical_drag", "\z\addons\dayz_code\medical\carry.sqf",_unit, 0, true, true];
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r_player_actions set [count r_player_actions, _action1];
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r_player_actions set [count r_player_actions, _action2];
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r_player_actions set [count r_player_actions, _action3];
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r_player_actions set [count r_player_actions, _action4];
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};
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//Load Vehicle
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if (count _vehClose > 0 && {!locked (_vehClose select 0)} && {_unconscious}) then {
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r_action = true;
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_vehicle = _vehClose select 0;
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_vehType = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName");
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_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];
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r_player_actions set [count r_player_actions,_action];
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};
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//Allow player to bandage
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if(_injured && {_hasBandage}) then {
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_04", "\z\addons\dayz_code\medical\bandage.sqf",[_unit,"ItemBandage"], 0, true, true];
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r_player_actions set [count r_player_actions,_action];
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};
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//Allow player to give sepsis bandage
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if((_injured || {_hasSepsis}) && {_hasSepsisBandage}) then {
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_04_sepsis", "\z\addons\dayz_code\medical\bandage.sqf",[_unit,"ItemSepsisBandage"], 0, true, true];
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r_player_actions set [count r_player_actions,_action];
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};
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//Allow player to give antibacterial wipe
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if(_hasSepsis && {_hasABWipes}) then {
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_04_wipes", "\z\addons\dayz_code\medical\wipes.sqf",[_unit], 0, true, true];
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r_player_actions set [count r_player_actions,_action];
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};
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//Allow player to give Epinephrine
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if(_unconscious && {_hasEpi}) then {
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_05", "\z\addons\dayz_code\medical\epinephrine.sqf",[_unit], 0, true, true];
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r_player_actions set [count r_player_actions,_action];
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};
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//Allow player to give Morphine
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if((_legsBroke || {_armsBroke}) && {_hasMorphine}) then {
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_06", "\z\addons\dayz_code\medical\brokeBones.sqf",[_unit,"ItemMorphine"], 0, true, true];
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r_player_actions set [count r_player_actions,_action];
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};
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//Allow player to give equip_woodensplint
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if((_legsBroke || {_armsBroke}) && {_hasSplint}) then {
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_06_splint", "\z\addons\dayz_code\medical\brokeBones.sqf",[_unit,"equip_woodensplint"], 0, true, true];
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r_player_actions set [count r_player_actions,_action];
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};
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//Allow player to give Painkillers
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if(_inPain && {_hasPainkillers}) then {
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_07", "\z\addons\dayz_code\medical\painkiller.sqf",[_unit], 0, true, true];
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r_player_actions set [count r_player_actions,_action];
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};
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//Allow player to transfuse blood
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if(_lowBlood && {_hasBloodBag}) then {
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private ["_tempArray","_displayName"];
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r_action = true;
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if (dayz_classicBloodBagSystem) then {
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_action = _unit addAction [localize "str_actions_medical_08", "\z\addons\dayz_code\medical\transfusion.sqf",[_unit,"ItemBloodbag"], 0, true, true];
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r_player_actions set [count r_player_actions,_action];
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} else {
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_tempArray = [];
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{ // This was a TODO by the Vanilla Mod devs.
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if (_x in _playerMagazines && {!(_x in _tempArray)}) then {
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_displayName = getText(configFile >> "cfgMagazines" >> _x >> "displayName");
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_action = _unit addAction [format[localize "str_actions_medical_08a",_displayName], "\z\addons\dayz_code\medical\transfusion.sqf",[_unit,_x], 0, true, true];
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r_player_actions set [count r_player_actions,_action];
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_tempArray set [count _tempArray, _x];
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};
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} count _bloodBags;
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};
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};
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//Allow player to give antibiotics
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if (_infected && {_hasAntibiotics}) then {
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_give_antibiotics", "\z\addons\dayz_code\medical\antibiotics.sqf",[_unit], 0, true, true];
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r_player_actions set [count r_player_actions, _action];
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};
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_isFriendly = [player, _unit] call FNC_check_access;
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if !(_isFriendly select 1) then {
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r_action = true;
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_action = _unit addAction ["Tag as friendly", "\z\addons\dayz_code\actions\player_tagFriendly.sqf", [], 0, false, true];
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r_player_actions set [count r_player_actions,_action];
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};
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if (r_action) then {
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r_action_targets set [(count r_action_targets), _unit];
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};
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if (r_action_unload) then {
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r_action_unload = false;
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call fnc_usec_medic_removeActions;
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};
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};
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};
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};
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//Remove Actions
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if ((!_isClose || {!_hasPatient}) && {r_action}) then {
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call fnc_usec_medic_removeActions;
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r_action = false;
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};
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