Files
DayZ-Epoch/SQF/dayz_code/compile/fn_damageActions.sqf
worldwidesorrow 7721cf5c92 Update fn_damageActions.sqf
Add self action for cargo drop.
2020-07-14 16:00:33 -05:00

288 lines
14 KiB
Plaintext

scriptName "Functions\misc\fn_damageActions.sqf";
#include "\z\addons\dayz_code\util\array.hpp";
/***********************************************************
ADD ACTIONS FOR A CASUALTY
- Function
- [] call fnc_usec_damageActions;
************************************************************/
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"];
_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 (_vehicle isKindOf "ArmoredSUV_Base_PMC" && {_vehicle animationPhase "HideGun_01" != 0} && {_vehicle emptyPositions "Gunner" == 0}) then {
//If player enters gunner's seat while hatch is closed then move them out
(_vehicle turretUnit [0]) action ["moveToCargo",_vehicle,(count assignedCargo _vehicle)];
};
};
// Cargo drop self action
if (DZE_CargoDrop && !r_player_unconscious) then {
if (_vehicle isKindOf "Air" && {(_assignedRole select 0) == "driver"} && {(([_vehicle] call FNC_GetPos) select 2) > 20}) then {
if (!r_action_cargoDrop) then {
{
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.
_action = _vehicle addAction ["Drop Cargo", "\z\addons\dayz_code\actions\veh_cargoDrop.sqf", _vehicle, 0, false, true];
r_player_actions2 set [count r_player_actions2,_action];
r_action_cargoDrop = true;
};
} count [(getWeaponCargo _vehicle), (getMagazineCargo _vehicle), (getBackpackCargo _vehicle)];
};
} else {
if (r_action_cargoDrop) then {
call r_player_removeActions2;
r_action_cargoDrop = false;
};
};
};
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) || {(_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 || {(_assignedRole select 0) == "driver"}) then {
_turret = [-1];
if ((count _assignedRole) > 1) then {
_turret = _assignedRole select 1;
};
_weapons = _vehicle weaponsTurret _turret;
_weapons = _weapons - ["CarHorn","MiniCarHorn","SportCarHorn","BikeHorn","TruckHorn","TruckHorn2"];
{
_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 && {!r_player_unconscious}) 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,_unconscious_crew,_vehicle], 0, false, true];
r_player_actions2 set [count r_player_actions2,_action];
};
} else {
if (r_action_unload) then {
call r_player_removeActions2;
r_action_unload = false;
};
};
};
} else {
call r_player_removeActions2;
r_player_lastVehicle = objNull;
r_player_lastSeat = [];
};
if (r_player_unconscious) then {
call r_player_removeActions2;
r_player_lastVehicle = objNull;
r_player_lastSeat = [];
r_action_unload = false;
r_action_cargoDrop = false;
};
//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"];
_painkillers = ["ItemPainkiller","ItemPainkiller1","ItemPainkiller2","ItemPainkiller3","ItemPainkiller4","ItemPainkiller5","ItemPainkiller6"];
_bloodBags = ["bloodBagANEG","bloodBagAPOS","bloodBagBNEG","bloodBagBPOS","bloodBagABNEG","bloodBagABPOS","bloodBagONEG","bloodBagOPOS","wholeBloodBagANEG","wholeBloodBagAPOS","wholeBloodBagBNEG","wholeBloodBagBPOS","wholeBloodBagABNEG","wholeBloodBagABPOS","wholeBloodBagONEG","wholeBloodBagOPOS"];
//Var checks
_unconscious = _unit getVariable ["NORRN_unconscious", false];
_dragged = _unit getVariable ["NORRN_unit_dragged", 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 = Array_Any(_playerMagazines, {_this in _painkillers});
_hasAntibiotics = Array_Any(_playerMagazines, {_this in _antibiotics});
_hasABWipes = "ItemAntibacterialWipe" in _playerMagazines;
if (dayz_classicBloodBagSystem) then {
_hasBloodBag = "ItemBloodbag" in _playerMagazines;
} else {
_hasBloodBag = Array_Any(_playerMagazines, {_this in _bloodBags});
};
_vehClose = (getPosATL player) nearEntities [["Car","Tank","Helicopter","Plane","StaticWeapon","Ship"],5];
if (_hasPatient) then {
//Allow player to drag
if(_unconscious && {!_dragged}) 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];
_action4 = _unit addAction [localize "str_actions_medical_drag", "\z\addons\dayz_code\medical\carry.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];
r_player_actions set [count r_player_actions, _action4];
};
//Load Vehicle
if (count _vehClose > 0 && {!locked (_vehClose select 0)} && {_unconscious}) then {
r_action = true;
_vehicle = _vehClose select 0;
_vehType = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName");
_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];
r_player_actions set [count r_player_actions,_action];
};
//Allow player to give sepsis bandage
if((_injured || {_hasSepsis}) && {_hasSepsisBandage}) then {
r_action = true;
_action = _unit addAction [localize "str_actions_medical_04_sepsis", "\z\addons\dayz_code\medical\bandage.sqf",[_unit,"ItemSepsisBandage"], 0, true, true];
r_player_actions set [count r_player_actions,_action];
};
//Allow player to give antibacterial wipe
if(_hasSepsis && {_hasABWipes}) then {
r_action = true;
_action = _unit addAction [localize "str_actions_medical_04_wipes", "\z\addons\dayz_code\medical\wipes.sqf",[_unit], 0, true, true];
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 || {_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];
r_player_actions set [count r_player_actions,_action];
};
//Allow player to give equip_woodensplint
if((_legsBroke || {_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];
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];
r_player_actions set [count r_player_actions,_action];
};
//Allow player to transfuse blood
if(_lowBlood && {_hasBloodBag}) then {
private ["_tempArray","_displayName"];
r_action = true;
if (dayz_classicBloodBagSystem) then {
_action = _unit addAction [localize "str_actions_medical_08", "\z\addons\dayz_code\medical\transfusion.sqf",[_unit,"ItemBloodbag"], 0, true, true];
r_player_actions set [count r_player_actions,_action];
} else {
_tempArray = [];
{ // This was a TODO by the Vanilla Mod devs.
if (_x in _playerMagazines && {!(_x in _tempArray)}) then {
_displayName = getText(configFile >> "cfgMagazines" >> _x >> "displayName");
_action = _unit addAction [format[localize "str_actions_medical_08a",_displayName], "\z\addons\dayz_code\medical\transfusion.sqf",[_unit,_x], 0, true, true];
r_player_actions set [count r_player_actions,_action];
_tempArray set [count _tempArray, _x];
};
} count _bloodBags;
};
};
//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];
};
_isFriendly = [player, _unit] call FNC_check_access;
if !(_isFriendly select 1) 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 || {!_hasPatient}) && {r_action}) then {
call fnc_usec_medic_removeActions;
r_action = false;
};