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Medical tweaks - #1899

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nicolasbadano wants to merge 16 commits into
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medicalTweaks
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Medical tweaks#1899
nicolasbadano wants to merge 16 commits into
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medicalTweaks

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@nicolasbadano

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WIP

Requires #1898.

Some tweaks improving a couple of thing in medical:

  • Bleeding rate increases due to excersion.
  • Bleeding rate increases a lot after injecting epinephrine; pacients should be bandaged before trying to wake them up.
  • Pass out chance due to low blood is also dependent on excersion; after around a minute (when the epinephrine effect diminishes), pacients with very low blood level should avoid running, ducking or crawling. If a certain level of fatigue is exceeded (which depends on blood level), the pacient will pass out. Bleeding pacients can now remain conscious until the very end if they remain completely still.
  • Reorganized medical menu:
    image
  • Death due to bleedout can now be specifically allowed or prevented using a new module option PreventDeathFromBleedout or setting a unit variable AGM_Medical_PreventDeathFromBleedout = nil/True/False.
  • "preventedDeath" EH is now raised correctly when preventing death due to bleedout.

Launch preventedDeath event accordingly.
@jonpas

jonpas commented Jan 4, 2015

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How does the self-interaction treatment menu look like? Since there is no Epinephrine and Transfuse Blood.

@nicolasbadano

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The same as before, I didn't change it yet. The only way of keeping the same structure would be to include some dummy actions to sit on those places.

@jonpas

jonpas commented Jan 4, 2015

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Yeah I know, and dummy actions aren't worth it IMO. As long as the order of the actions is the same it should be more than perfect.

@KoffeinFlummi

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Maybe we could add support to the interaction menu for disabled buttons (no focus colour change etc.) with empty statements if possible.

/cc @commy2

@nicolasbadano

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Maybe we could add support to the interaction menu for disabled buttons (no focus colour change etc.) with empty statements if possible.

I was planning on using condition="false" and showDisabled = 1. I think it's the quickest solution.

@KoffeinFlummi

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I would suggest using conditionShow instead of showDisabled to check for the one-bandage module option to be disabled. We don't need the dummies if that option is being used.

@nicolasbadano

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I would suggest using conditionShow instead of showDisabled to check for the one-bandage module option to be disabled. We don't need the dummies if that option is being used.

Ok, I need to test if using both is possible (conditionShow depending on the single bandage option and showDisabled to ensure the dummies don't look operational)

@KoffeinFlummi

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Why? Having a conditionShow that evaluates to False is the same as showDisabled = 1.

Comment thread AGM_Medical/config.cpp Outdated

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Bleeout

Typo?

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Sure

@nicolasbadano

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Added the dummies with conditionShow.

image

The only remaining problem are the icons. When icon = "" it uses the default icon. I guess I'll have to add an empty icon, right?

@KoffeinFlummi

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What happens if you just use an invalid path, like "_empty"?

@nicolasbadano

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What happens if you just use an invalid path, like "_empty"?

Excelent; that works without raising errors on screen nor on the RPT log.

image

@commy2

commy2 commented Jan 6, 2015

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You could have used:
icon = "AGM_Core\UI\blank_CO.paa";

@commy2

commy2 commented Jan 6, 2015

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Maybe we could add support to the interaction menu for disabled buttons (no focus colour change etc.) with empty statements if possible.

/cc @commy2

What are you trying to accomplish?

@KoffeinFlummi

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Nevermind that; what I was thinking of could be more easily accomplished by what @esteldunedain wrote.

@nicolasbadano

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You could have used:
icon = "AGM_Core\UI\blank_CO.paa";

I knew there was a blank icon somewhere in AGM; but I kept searching for *empty* and getting no results.

@SyMP2005

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Sorry to barge in here but, is there a specific reason why left side bandages are on the right and right side bandages on the left?
I understand that it might refer to the "mirror" view of the wounded player. But with the diagnose you receive a message that his right arm is bleeding, not a visual representation.
Personally I find that a bit counter intuitive. Just thinking out loud though! :)

@nicolasbadano

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I understand that it might refer to the "mirror" view of the wounded player.

That's exactly the reason. Different people, have different opinions on this, and I'm obviously partial to the disposition on this PR.

@SyMP2005

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So you're going to keep it as it is or?

@jonpas

jonpas commented Jan 18, 2015

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I understand SyMP2005's "counter intuitive". The diagnose hint shows "Left Arm" so you automatically search for it on the left side, and vice-versa. Since there are different opinions about this, it would be more intuitive to be same as the hint says. Who looks at the actual body and searches through that, when doing diagnose tells you the side? I bet most people do diagnose and don't go by what they see on the actual body (blood). Just my 2c, since I haven't commented about it before.

@bux

bux commented Jan 18, 2015

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And now it's getting confusing:

image

@nicolasbadano

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You guys will never let this go, right?

@jonpas

jonpas commented Jan 18, 2015

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😀

@jonpas

jonpas commented Jan 22, 2015

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Any chance this could be included in 0.95.2?
(Any idea when the update will happen btw?)

@ArcticSnowSky

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Small Idea about the problem with the [left side / right side] on interaction check
[cursortarget,"FIRE"] intersect [(asltoatl (eyepos player)),(screentoworld [0.5,0.5])] for what we are looking at.
This would be even more cool if the blood textures position would make sense.
Regarding the blood textures - what about some tiny sprites flowing constantly at the parts which are bleeding - as a work around?

@jj33

jj33 commented Jan 26, 2015

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A couple tweaks that would be really nice would be an option to keep the diagnose dialog open and updating while you stayed in the treatment window.

Another would be an option to auto-safe your weapon while in the treatment menu, if you get bumped currently you lose the medical supply and inevitably end up shooing your patient.

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8 participants