ACE3/addons/medical/functions/fnc_setHitPointDamage.sqf

103 lines
2.8 KiB
Plaintext
Raw Normal View History

2015-02-28 19:46:36 +00:00
/*
* Author: KoffeinFlummi
* My very own setHitPointDamage since BIS' one is buggy when affecting a remote unit.
2015-02-28 19:46:36 +00:00
* It also doesn't change the overall damage. This does.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: HitPoint <STRING>
* 2: Damage <NUMBER>
2015-08-22 17:47:23 +00:00
* 3: Disable overall damage adjustment <BOOL> (default: false)
2015-02-28 19:46:36 +00:00
*
* Return Value:
2015-08-22 17:47:23 +00:00
* None
2015-02-28 19:46:36 +00:00
*
* Public: Yes
*/
#include "script_component.hpp"
#define LEGDAMAGETRESHOLD1 1
#define LEGDAMAGETRESHOLD2 1.7
#define ARMDAMAGETRESHOLD1 1
#define ARMDAMAGETRESHOLD2 1.7
2015-02-28 19:46:36 +00:00
2015-04-30 06:17:26 +00:00
private ["_unit", "_selection", "_damage", "_selections", "_damages", "_damageOld", "_damageSumOld", "_damageNew", "_damageSumNew", "_damageFinal", "_armdamage", "_legdamage"];
2015-08-23 12:13:55 +00:00
params ["_unit", "_selection", "_damage", ["_disabled", false]];
2015-02-28 19:46:36 +00:00
// Unit isn't local, give function to machine where it is.
if !(local _unit) exitWith {
2015-04-04 14:28:09 +00:00
[_this, QUOTE(DFUNC(setHitPointDamage)), _unit] call EFUNC(common,execRemoteFnc);
2015-02-28 19:46:36 +00:00
};
// Check if overall damage adjustment is disabled
2015-08-23 12:13:55 +00:00
if (_disabled) exitWith {
2015-02-28 19:46:36 +00:00
_unit setHitPointDamage [_selection, _damage];
};
_selections = [
"HitHead",
"HitBody",
"HitLeftArm",
"HitRightArm",
"HitLeftLeg",
"HitRightLeg"
];
if !(_selection in _selections) exitWith {
_unit setHitPointDamage [_selection, _damage];
};
GVAR(unit) = _unit;
_damages = [_selections, {GVAR(unit) getHitPointDamage _this}] call EFUNC(common,map);
_damageOld = damage _unit;
_damageSumOld = 0;
{
_damageSumOld = _damageSumOld + _x;
} forEach _damages;
_damageSumOld = _damageSumOld max 0.001;
_damages set [_selections find _selection, _damage];
_damageSumNew = 0;
{
_damageSumNew = _damageSumNew + _x;
} forEach _damages;
_damageNew = _damageSumNew / 6;
if (_damageOld > 0) then {
_damageNew = _damageOld * (_damageSumNew / _damageSumOld);
};
2015-04-04 14:28:09 +00:00
// prevent death
if (_damageNew >= 0.9) then {
_unit setDamage 0.9;
[_unit] call FUNC(setDead);
} else {
_unit setDamage _damageNew;
};
2015-02-28 19:46:36 +00:00
{
_damageFinal = (_damages select _forEachIndex);
_unit setHitPointDamage [_x, _damageFinal];
} forEach _selections;
// Leg Damage
_legdamage = (_unit getHitPointDamage "HitLeftLeg") + (_unit getHitPointDamage "HitRightLeg");
if (_legdamage >= LEGDAMAGETRESHOLD1) then {
if (_unit getHitPointDamage "HitLegs" != 1) then {_unit setHitPointDamage ["HitLegs", 1]};
} else {
if (_unit getHitPointDamage "HitLegs" != 0) then {_unit setHitPointDamage ["HitLegs", 0]};
};
2015-04-04 14:28:09 +00:00
// @todo: force prone for completely fucked up legs.
// Arm Damage
_armdamage = (_unit getHitPointDamage "HitLeftArm") + (_unit getHitPointDamage "HitRightArm");
if (_armdamage >= ARMDAMAGETRESHOLD1) then {
if (_unit getHitPointDamage "HitHands" != 1) then {_unit setHitPointDamage ["HitHands", 1]};
} else {
if (_unit getHitPointDamage "HitHands" != 0) then {_unit setHitPointDamage ["HitHands", 0]};
};
// @todo: Drop weapon for full damage.