2015-02-08 09:01:32 +00:00
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/*
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* Author: Glowbal
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* Advanced HandleDamage EH function.
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Hit Selection <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Shooter <OBJECT>
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* 4: Projectile <STRING>
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* 5: Current damage to be returned <NUMBER>
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* 6: Type of Damage <STRING>
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*
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* Return Value:
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2015-08-22 14:25:10 +00:00
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* None
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2015-02-08 09:01:32 +00:00
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*
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* Public: No
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*/
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2015-02-13 21:58:48 +00:00
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#include "script_component.hpp"
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2015-02-08 09:01:32 +00:00
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2015-08-22 14:25:10 +00:00
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private ["_typeOfProjectile", "_part", "_damageBodyParts", "_hitPoints"];
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2015-08-26 08:04:51 +00:00
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params ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfProjectile", "_newDamage"];
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2015-02-13 21:55:13 +00:00
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2015-02-28 18:22:46 +00:00
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_part = [_selectionName] call FUNC(selectionNameToNumber);
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2015-04-17 21:15:41 +00:00
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if (_part < 0) exitwith {};
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2015-02-21 22:14:21 +00:00
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2015-02-28 18:22:46 +00:00
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_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
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// Sorting out the damage
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_damageBodyParts = _unit getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
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2015-04-17 21:15:41 +00:00
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2015-02-28 18:22:46 +00:00
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_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
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_unit setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
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2015-04-11 20:31:17 +00:00
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2015-06-10 15:10:09 +00:00
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_typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage);
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2015-08-26 08:04:51 +00:00
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2015-08-29 10:59:11 +00:00
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[_unit, _selectionName, _newDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_assignWounds);
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2015-02-03 20:48:08 +00:00
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2015-03-21 09:55:40 +00:00
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// TODO Disabled until implemented fully
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//if (GVAR(enableAirway)) then {
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// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
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//};
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//if (GVAR(enableFractures)) then {
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// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
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//};
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//if (GVAR(enableInternalBleeding)) then {
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// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
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//};
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2015-02-21 22:14:21 +00:00
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if (alive _unit && {!(_unit getvariable ["ACE_isUnconscious", false])}) then {
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2015-03-05 17:42:32 +00:00
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// 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.
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if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
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2015-03-07 12:57:36 +00:00
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[_unit] call FUNC(setUnconscious);
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2015-03-05 17:42:32 +00:00
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};
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2015-02-21 22:14:21 +00:00
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};
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