ACE3/addons/medical_damage/functions/fnc_determineIfFatal.sqf

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#include "..\script_component.hpp"
/*
* Author: PabstMirror, Glowbal
* Determines if damage is fatal
*
* Arguments:
* 0: The Unit <OBJECT>
* 1: Part No <NUMBER>
* 2: Damage Array - QGVAR(medical,bodyPartDamage) <ARRAY>
* 3: New Damage <NUMBER>
*
* ReturnValue:
* Was Fatal <BOOL>
*
* Example:
* [player, 0, 1.4, 0.7] call ace_medical_damage_fnc_determineIfFatal
*
* Public: No
*/
params ["_unit", "_part", "_bodyPartDamage", "_woundDamage"];
if (_part > 1) exitWith { false };
scopeName "main";
if (EGVAR(medical,fatalDamageSource) in [0, 2]) then {
// Emulate damage to vital organs - Original rewrite logic, only powerfull headshots or random torso shots
if (_part == 0 && {_woundDamage >= HEAD_DAMAGE_THRESHOLD}) exitWith {
// Fatal damage to the head is guaranteed death
TRACE_1("determineIfFatal: lethal headshot",_woundDamage);
true breakOut "main";
};
if (_part == 1 && {_woundDamage >= ORGAN_DAMAGE_THRESHOLD} && {random 1 < HEART_HIT_CHANCE}) exitWith {
// Fatal damage to torso has various results based on organ hit - Heart shot is lethal
TRACE_1("determineIfFatal: lethal heartshot",_woundDamage);
true breakOut "main";
};
};
if (EGVAR(medical,fatalDamageSource) in [1, 2]) then {
// Sum of trauma to critical areas can be fatal (e.g. many small hits)
private _damageThreshold = GET_DAMAGE_THRESHOLD(_unit);
private _headThreshhold = 1.25 * _damageThreshold;
private _bodyThreshhold = 1.5 * _damageThreshold;
_bodyPartDamage params ["_headDamage", "_bodyDamage"];
private _vitalDamage = ((_headDamage - _headThreshhold) max 0) + ((_bodyDamage - _bodyThreshhold) max 0);
private _chanceFatal = 1 - exp -((_vitalDamage/FATAL_SUM_DAMAGE_WEIBULL_L)^FATAL_SUM_DAMAGE_WEIBULL_K);
TRACE_3("",_bodyPartDamage,_vitalDamage,_chanceFatal);
if (_chanceFatal > random 1) exitWith {
TRACE_1("determineIfFatal: lethal trauma",_woundDamage);
true breakOut "main";
};
};
false