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Medical - Combine advancedBandages and woundReopening settings #7392
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}; | ||
} forEach GET_STITCHED_WOUNDS(_target); | ||
[GET_OPEN_WOUNDS(_target), "%1", [1, 1, 1, 1]] call _fnc_processWounds; | ||
[GET_BANDAGED_WOUNDS(_target), "[B] %1", [0.88, 0.7, 0.65, 1]] call _fnc_processWounds; |
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`if ((missionNamespace getVariable [QEGVAR(medical_treatment,advancedBandages), 1]) == 2) then {`
[GET_BANDAGED_WOUNDS(_target), "[B] %1", [0.88, 0.7, 0.65, 1]] call _fnc_processWounds;
might save a little time as you can only get bandaged/stitched in mode2
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I think we'd still want to show any bandaged wounds in case the setting was changed mid-mission because those would still be able to be stitched.
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I'd be for only listing them when reopening is active. Wouldn't they then appear when the UI is recreated if the setting is changed mid-mission?
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The injuries list is constantly refreshed. The concern is that if a unit originally has a bandaged wound that could reopen or be stitched (advancedBandaged == 2
), changing the setting would cause the originally bandaged wound to not be shown but it can still reopen and be stitched.
Bandaging open wounds after changing the setting would not produce any new bandaged wounds - not able to reopen or be stitched.
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Ah I see the distinction here now between "bandaged wounds" the array and "bandaged wounds" when re-opening isn't enabled. Missed that before.
Wonder if we could handle that setting changing better 🤔 Probably beyond the scope of this PR though.
Might just be me, but I will miss seeing all the old "bandaged" wounds |
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I think this can be merged as is and perhaps a further PR could be made to better handle bandaged wounds with the setting being changed mid-mission.
When merged this pull request will:
advancedBandages
andwoundReopening
settings into a single 3 option settingwoundReopening
was only used whenadvancedBandages
was enabled - sinceBasicBandage
can't reopen