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/**
* fnc_onDamage.sqf
* @Descr: Called when some dude gets shot. Or stabbed. Or blown up. Or pushed off a cliff. Or hit by a car. Or burnt. Or poisoned. Or gassed. Or cut. You get the idea.
* @Author: KoffeinFlummi
*
* @Arguments: [unit OBJECT, selection STRING, damagE NUMBER, source OBJECT, projectile STRING (Could be an OBJECT on occasion)]
* @Return: damage value to be inflicted
* @PublicAPI: false
*/
#include "script_component.hpp"
#define ARMOURCOEF 2
private ["_unit", "_selectionName", "_damage", "_source", "_source", "_projectile", "_hitSelections", "_hitPoints", "_newDamage", "_found", "_cache_projectiles", "_cache_hitpoints", "_cache_damages"];
_unit = _this select 0;
_selectionName = _this select 1;
_damage = _this select 2;
_source = _this select 3;
_projectile = _this select 4;
if (!([_unit] call FUNC(hasMedicalEnabled))) exitwith {
call FUNC(handleDamage); // let it run through the damage threshold script
};
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// Otherwise we carry on with collecting the necessary information
if (typeName _projectile == "OBJECT") then {
_projectile = typeOf _projectile;
};
// This seems to only show up in MP too, but since it doesn't
// collide with anything, I'll check it in SP as well.
if (_selectionName == "r_femur_hit") then {
_selectionName = "leg_r";
};
// If the damage is being weird, we just tell it to fuck off.
if !(_selectionName in ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"]) exitWith {0.01};
// Cache the handleDamage call
[_unit, _selectionName, _damage, _source, _projectile] call FUNC(cacheHandledamageCall);
// Check if a unit would die from this hit
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if (alive (vehicle _unit)) then {
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_bodyPartn = [_selectionName] call FUNC(getBodyPartNumber);
// Find the correct Damage threshold for unit.
_damageThreshold = [1,1,1];
if (isPlayer _unit) then {
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_damageThreshold =_unit getvariable[QGVAR(unitDamageThreshold), [GVAR(damageThreshold_Players), GVAR(damageThreshold_Players), GVAR(damageThreshold_Players) * 1.7]];
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} else {
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_damageThreshold =_unit getvariable[QGVAR(unitDamageThreshold), [GVAR(damageThreshold_AI), GVAR(damageThreshold_AI), GVAR(damageThreshold_AI) * 1.7]];
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};
_damageBodyPart = ([_unit,QGVAR(bodyPartStatus),[0,0,0,0,0,0]] call EFUNC(common,getDefinedVariable)) select _bodyPartn;
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_hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
// Calculate change in damage.
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_previousDamage = _unit getvariable [QGVAR(bodyPartStatusPrevious), [0,0,0,0,0,0]];
_newDamage = _damage - (_previousDamage select _bodyPartn);
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// Check if damage to body part is higher as damage head
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if (_bodyPartn == 0) exitwith {
if (_damageBodyPart >= ((_damageThreshold select 0) + _newDamage) && {(random(1) > 0.2)}) then {
_damage = 1;
};
};
// Check if damage to body part is higher as damage torso
if (_bodyPartn == 1) exitwith {
if (_damageBodyPart >= ((_damageThreshold select 1) + _newDamage) && {(random(1) > 0.2)}) then {
_damage = 1;
};
};
// Check if damage to body part is higher as damage limbs
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if (_damageBodyPart >= ((_damageThreshold select 2) + _newDamage) && {(random(1) > 0.95)}) exitwith {
_damage = 1;
};
// Checking if we should return full damage or not
if (_damage > 0.975) then {
_damage = 0.975;
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};
} else {
_damage = 1;
};
_damage