ACE3/addons/medical/functions/fnc_handleDamage.sqf

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/*
* Author: KoffeinFlummi, Glowbal
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* Main HandleDamage EH function.
*
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* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter <OBJECT>
* 4: Projectile <OBJECT/STRING>
*
* Return Value:
* Damage To Be Inflicted <NUMBER>
*
* Public: No
*/
#include "script_component.hpp"
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private ["_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_typeIndex", "_preventDeath"];
params ["_unit", "_selection", "_damage", "_shooter", "_projectile"];
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if !(local _unit) exitWith {nil};
if (typeName _projectile == "OBJECT") then {
_projectile = typeOf _projectile;
_this set [4, _projectile];
};
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// If the damage is being weird, we just tell it to fuck off.
if !(_selection in (GVAR(SELECTIONS) + [""])) exitWith {0};
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// Exit if we disable damage temporarily
_damageOld = damage _unit;
if (_selection in GVAR(SELECTIONS)) then {
_damageOld = _unit getHit _selection;
};
if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {_damageOld};
// Get return damage
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_damageReturn = _damage;
if (GVAR(level) < 2) then {
_damageReturn = _this call FUNC(handleDamage_basic);
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} else {
if !([_unit] call FUNC(hasMedicalEnabled)) exitwith {
// Because of the config changes, we cannot properly disable the medical system for a unit.
// lets use basic for the ACE_time being..
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_damageReturn = _this call FUNC(handleDamage_basic);
};
_newDamage = _this call FUNC(handleDamage_caching);
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// handleDamage_caching may have modified the projectile string
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_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage);
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_typeIndex = (GVAR(allAvailableDamageTypes) find _typeOfDamage);
_minLethalDamage = 0.01;
if (_typeIndex >= 0) then {
_minLethalDamage = GVAR(minLethalDamages) select _typeIndex;
};
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if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _shooter} && {_projectile == ""} && {_selection == ""}) then {
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if (GVAR(enableVehicleCrashes)) then {
_selection = GVAR(SELECTIONS) select (floor(random(count GVAR(SELECTIONS))));
};
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};
if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)}) then {
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if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)])) exitwith {
_damageReturn = 0.9;
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};
if ([_unit] call FUNC(setDead)) then {
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_damageReturn = 1;
} else {
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_damageReturn = _damageReturn min 0.89;
};
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} else {
_damageReturn = _damageReturn min 0.89;
};
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};
[_unit] call FUNC(addToInjuredCollection);
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if (_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) exitWith {
if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
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[_unit] call EFUNC(common,unloadPerson);
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};
private "_delayedUnconsicous";
_delayedUnconsicous = false;
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if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
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[_unit] call EFUNC(common,unloadPerson);
_delayedUnconsicous = true;
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};
if (_damageReturn >= 0.9 && {_selection in ["", "head", "body"]}) exitWith {
if (_unit getvariable ["ACE_isUnconscious", false]) exitwith {
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[_unit] call FUNC(setDead);
0.89;
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};
if (_delayedUnconsicous) then {
[{
[_this select 0, true] call FUNC(setUnconscious);
}, [_unit], 0.7, 0] call EFUNC(common,waitAndExec);
} else {
[{
[_this select 0, true] call FUNC(setUnconscious);
}, [_unit]] call EFUNC(common,execNextFrame);
};
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0.89;
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};
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_damageReturn min 0.89;
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};
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if (((_unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)]) > 0) && {_damageReturn >= 0.9} && {_selection in ["", "head", "body"]}) exitWith {
if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
[_unit] call EFUNC(common,unloadPerson);
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};
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[_unit] call FUNC(setDead);
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0.89;
};
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_damageReturn