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//set medical values
if (count _medical > 0) then {
_playerObj setVariable["USEC_isDead",(_medical select 0),true];
_playerObj setVariable["NORRN_unconscious", (_medical select 1), true];
_playerObj setVariable["USEC_infected",(_medical select 2),true];
_playerObj setVariable["USEC_injured",(_medical select 3),true];
_playerObj setVariable["USEC_inPain",(_medical select 4),true];
_playerObj setVariable["USEC_isCardiac",(_medical select 5),true];
_playerObj setVariable["USEC_lowBlood",(_medical select 6),true];
_playerObj setVariable["USEC_BloodQty",(_medical select 7),true];
_playerObj setVariable["unconsciousTime",(_medical select 10),true];
_playerObj setVariable["blood_type",(_medical select 11),true];
_playerObj setVariable["rh_factor",(_medical select 12),true];
//Add bleeding Wounds
{
_playerObj setVariable["hit_"+_x,true, true];
} forEach (_medical select 8);
//Add fractures
_fractures = (_medical select 9);
_playerObj setVariable ["hit_legs",(_fractures select 0),true];
_playerObj setVariable ["hit_hands",(_fractures select 1),true];
if ((count _medical) > 13) then {
//Additional medical stats
_playerObj setVariable ["messing",(_medical select 13),true];
};
} else {
//Reset bleeding wounds
call fnc_usec_resetWoundPoints;
//Reset Fractures
_playerObj setVariable ["hit_legs",0,true];
_playerObj setVariable ["hit_hands",0,true];
_playerObj setVariable ["USEC_injured",false,true];
_playerObj setVariable ["USEC_inPain",false,true];
_playerObj setVariable ["blood_type", 0, true];
_playerObj setVariable ["rh_factor", 0, true];
_playerObj setVariable ["messing",[0,0,0],true];
};
switch true do {
case (_bt_calc >= 61) : {
_bt_val = "O";
if (_ranVal >= 11) then {
_rh_val = true; //89% of O type population is RH +
} else {
_rh_val = false;
};
};
case (_bt_calc >= 29) : {
_bt_val = "A";
if (_ranVal >= 11) then {
_rh_val = true; //89% of A type population is RH +
} else {
_rh_val = false;
};
};
case (_bt_calc >= 6) : {
_bt_val = "B";
if (_ranVal >= 6) then {
_rh_val = true; //94% of B type population is RH +
} else {
_rh_val = false;
};
};
case (_bt_calc >= 0) : {
_bt_val = "AB";
if (_ranVal >= 9) then {
_rh_val = true; //91% of AB type population is RH +
} else {
_rh_val = false;
};
};
};
//RH type
_rh_factor = true;
_bt_value = "o";
player setVariable ["rh_factor", _rh_val, true];
//blood type
player setVariable ["blood_type", _bt_val, true];