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Medical - Rework CPR and Bleeding in cardiac arrest #7060

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merged 4 commits into from
Jun 28, 2019

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PabstMirror
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@PabstMirror PabstMirror commented Jun 19, 2019

  • Runs vitals loop during cardiac arrest (replace Run vitals loop during cardiac arrest #7013)
    Lets us get rid of calculateBlood in medical treatment and bring it back to a single func in vitals
  • Set a floor on the effects of cardiac output on bleeding
  • Remove cprCreatesPulse setting
  • Add setting to control success rate of CPR
  • Hide CPR for basic diagnose because they can't tell difference between regular uncon
  • Providing CPR now decrease time flow of cardiac arrest timeout

@PabstMirror PabstMirror added the kind/enhancement Release Notes: **IMPROVED:** label Jun 19, 2019
@PabstMirror PabstMirror added this to the Medical Rewrite milestone Jun 19, 2019
@kymckay
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kymckay commented Jun 19, 2019

Do we want a cardiacArrestStopsBleeding setting; for groups that use cardiac arrest as more of a revive state?

I've thought about this more and am in favour of no setting. One of the goals of the rewrite has been to remove the need for an explicit revive state and I think by adding that setting we're basically including one under a different name. Cardiac arrest is already a fine recovery stage for dying units.

Do we still want cprCreatesPulse as a setting?

I vote no setting and just have the behaviour follow realism (I presume that'd be a weak pulse).

Before CPR showed when unconscious, but failed on progessBar immedietly? Should we show and allow on unconscious or only show when in cardiac arrest?

I think showing while unconscious makes sense as you actually need to check if they're in cardiac arrest or not before blindly starting CPR. Based on a quick search no harm would actually be done to a patient with a beating heart if performing CPR on them (though apparently there is little data).

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kymckay commented Jun 19, 2019

The other option for showing while unconscious is to only show in cardiac arrest when the advanced treatment setting is disabled (if that still exists - I believe it adds/remove the status check type actions).

@PabstMirror PabstMirror marked this pull request as ready for review June 25, 2019 04:49
@alganthe alganthe mentioned this pull request Jun 27, 2019
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Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
@PabstMirror PabstMirror merged commit de13ab0 into master Jun 28, 2019
@PabstMirror PabstMirror deleted the cardyArrestAndCPR branch June 28, 2019 00:01
@severgun
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update TODO?
#6913

@Arcanum417
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Do we want a cardiacArrestStopsBleeding setting; for groups that use cardiac arrest as more of a revive state?

I've thought about this more and am in favour of no setting. One of the goals of the rewrite has been to remove the need for an explicit revive state and I think by adding that setting we're basically including one under a different name. Cardiac arrest is already a fine recovery stage for dying units.

Well, I am running a unit that kinda uses a revive state with way outdated medical-rewrite compiled version. I see no reason to include a setting that would replicate a "revive" state as was in the old medical. This is a fine state granted, but we work on a presumtion of no respawn or perma-death. On missions we always try to gather our fallen and set up a medevac to eventually bring them back to fight. It creates a valuable game-play element to have that asset usefull. Adding a switch so we don't have to cobble some way around this would be nice.

I see the rewrite as really separating options from each other. Before it was everything bundled under "revive" and with rewrite we can define a lot of the finer details, ie. now we can set up that death is possible from massive damage like mines etc. and still have regular injuries result in revivable cassualities that last a long time.

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4 participants