ready for dedi -- improvements to resupply, triageIcons too
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62
framework/triageIcons/functions/fn_addDrawIconsPFH.sqf
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62
framework/triageIcons/functions/fn_addDrawIconsPFH.sqf
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/*
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milsim_fnc_addMedicalOverlayPFH
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Author: IndigoFox
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Description:
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Affects players with medical permissions. Will see a 3D colored dot over nearby (5-10m)
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unconscious players who are not in a vehicle
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which indicates their current ACE Triage Card status.
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Designed to increase efficiency of CCPs.
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*/
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#include "..\script_component.hpp"
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// Per-frame handler to draw icons
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// cleanup
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if (!isNil QGVAR(drawIconsPfh)) then {
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[GVAR(drawIconsPfh)] call CBA_fnc_removePerFrameHandler;
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};
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// add pfh
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GVAR(drawIconsPfh) = [{
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// if disabled, skip processing
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if (!GVAR(setting_enabled)) exitWith {false};
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// if no targets, skip processing
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if (count GVAR(drawTargets) == 0) exitWith {false};
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// if the player doesn't have medical perms, skip processing
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if !([player] call ace_medical_treatment_fnc_isMedic) exitWith {false};
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{
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private _unit = _x;
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// distance within X meters
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if (player distance _unit > GVAR(setting_drawRange)) then {continue};
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// check unit not null, not conscious, and not in a vehicle
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if (
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!(_unit getVariable ["ACE_isUnconscious", false]) ||
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!isNull (objectParent _unit)
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) then {continue};
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// color based on triage level
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private _triageLevel = _unit getVariable ["ace_medical_triageLevel", 4];
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if (_triageLevel == -1) then {continue};
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private _color = GVAR(colors) select (_triageLevel - 1);
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_color set [3, 0.9]; // set alpha
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// draw position, slightly above the prone unit
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private _drawPos = (visiblePosition _unit) vectorAdd [0, 0, 0.5];
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// draw icon
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drawIcon3D [
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"\A3\ui_f\data\map\markers\military\dot_CA.paa", // icon texture
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_color, // color
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_drawPos, // position AGL
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1, // width
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1, // height
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0, // angle
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"", // text
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true // outline
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// further params optional, omitted
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];
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} forEach GVAR(drawTargets);
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}, 0, []] call CBA_fnc_addPerFrameHandler;
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