ACE3/addons/medical/functions/fnc_handleDamage_advanced.sqf

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/*
* Author: Glowbal
* Advanced HandleDamage EH function.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter <OBJECT>
* 4: Projectile <STRING>
* 5: Current damage to be returned <NUMBER>
* 6: Type of Damage <STRING>
*
* Return Value:
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* None
*
* Public: No
*/
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#include "script_component.hpp"
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private ["_typeOfProjectile", "_part", "_damageBodyParts", "_hitPoints"];
params ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfProjectile", "_hitPointNumber", "_newDamage"];
_part = [_selectionName] call FUNC(selectionNameToNumber);
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if (_part < 0) exitwith {};
_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
// Sorting out the damage
_damageBodyParts = _unit getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
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_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
_unit setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
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_typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage);
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[_unit, _selectionName, _newDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_assignWounds);
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// TODO Disabled until implemented fully
//if (GVAR(enableAirway)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
//};
//if (GVAR(enableFractures)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
//};
//if (GVAR(enableInternalBleeding)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
//};
if (alive _unit && {!(_unit getvariable ["ACE_isUnconscious", false])}) then {
// If it reaches this, we can assume that the hit did not kill this unit, as this function is called 3 frames after the damage has been passed.
if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
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[_unit] call FUNC(setUnconscious);
};
};