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#include "..\script_component.hpp"
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/*
* Author: Glowbal
* Update total wound bleeding based on open wounds and tourniquets
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* Wound bleeding = percentage of cardiac output lost
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*
* Arguments:
* 0: The Unit <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [player] call ace_medical_status_fnc_updateWoundBloodLoss
*
* Public: No
*/
params ["_unit"];
private _tourniquets = GET_TOURNIQUETS(_unit);
private _bodyPartBleeding = [0,0,0,0,0,0];
{
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private _partIndex = ALL_BODY_PARTS find _x;
if (_tourniquets select _partIndex == 0) then {
{
_x params ["", "_amountOf", "_bleeeding"];
_bodyPartBleeding set [_partIndex, (_bodyPartBleeding select _partIndex) + (_amountOf * _bleeeding)];
} forEach _y;
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};
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} forEach GET_OPEN_WOUNDS(_unit);
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if (_bodyPartBleeding isEqualTo [0,0,0,0,0,0]) then {
TRACE_1("updateWoundBloodLoss-none",_unit);
_unit setVariable [VAR_WOUND_BLEEDING, 0, true];
} else {
_bodyPartBleeding params ["_headBleeding", "_bodyBleeding", "_leftArmBleeding", "_rightArmBleeding", "_leftLegBleeding", "_rightLegBleeding"];
private _bodyBleedingRate = ((_headBleeding min 0.9) + (_bodyBleeding min 1.0)) min 1.0;
private _limbBleedingRate = ((_leftArmBleeding min 0.3) + (_rightArmBleeding min 0.3) + (_leftLegBleeding min 0.5) + (_rightLegBleeding min 0.5)) min 1.0;
// limb bleeding is scaled down based on the amount of body bleeding
_limbBleedingRate = _limbBleedingRate * (1 - _bodyBleedingRate);
TRACE_3("updateWoundBloodLoss-bleeding",_unit,_bodyBleedingRate,_limbBleedingRate);
_unit setVariable [VAR_WOUND_BLEEDING, _bodyBleedingRate + _limbBleedingRate, true];
};