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53 lines
1.5 KiB
Plaintext
53 lines
1.5 KiB
Plaintext
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/**
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* fn_handleReactionHit.sqf
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* @Descr: triggers a reaction to being hit for a unit and spawns on screen effects.
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* @Author: Glowbal
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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*/
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#include "script_component.hpp"
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private ["_unit","_amountOfDamage"];
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_unit = _this select 0;
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_amountOfDamage = _this select 1;
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if (_amountOfDamage > 0.2) then {
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[_unit] call FUNC(playInjuredSound);
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if ((vehicle _unit) isKindOf "StaticWeapon") exitwith {
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if (_amountOfDamage > 1) then {
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_unit action ["eject", vehicle _unit];
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unassignVehicle _unit;
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};
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};
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if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) exitwith {
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_unit action ["ladderOff", (nearestBuilding _unit)];
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};
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if (vehicle _unit == _unit && [_unit] call EFUNC(common,isAwake)) then {
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if (random(1) > 0.5) then {
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_unit setDir ((getDir _unit) + 1 + random(30));
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} else {
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_unit setDir ((getDir _unit) - (1 + random(30)));
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};
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};
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if (_amountOfDamage > 0.6) then {
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if (random(1)>0.6) then {
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[_unit] call EFUNC(common,setProne);
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};
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};
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if (_unit == ACE_player) then {
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//76 cutRsc [QGVAR(ScreenEffectsHit),"PLAIN"];
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addCamShake [3, 5, _amountOfDamage + random 10];
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};
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} else {
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if (_amountOfDamage > 0) then {
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if (_unit == ACE_player) then {
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// 76 cutRsc [QGVAR(ScreenEffectsHit),"PLAIN"];
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};
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};
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};
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