ACE3/addons/medical_damage/functions/fnc_fracturesHandler.sqf

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/*
* Author: Glowbal
* Handling of the fracture injuries upon the handleDamage eventhandler.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Body Part <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter or source of the damage <OBJECT>
* 4: Type of the damage done <STRING>
*
* Return Value:
* None <NIL>
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_bodyPart", "_amountOfDamage", "_sourceOfDamage", "_typeOfDamage"];
private _partIndex = ALL_BODY_PARTS find toLower _bodyPart;
private _fractureType = 1;
if (_amountOfDamage > 0.05) then {
// TODO specify fractures based off typeOfInjury details better.
switch (_typeOfDamage) do {
case "Bullet": {
_fractureType = round(random(2));
};
case "Grenade": {
_fractureType = round(random(2));
if (_fractureType < 1) then {
_fractureType = 1;
};
};
case "Explosive": {
_fractureType = round(random(2));
if (_fractureType < 1) then {
_fractureType = 1;
};
};
case "Shell": {
_fractureType = round(random(2));
if (_fractureType < 1) then {
_fractureType = 1;
};
};
case "Unknown": {
_fractureType = round(random(1));
};
case "VehicleCrash": {
_fractureType = round(random(0));
};
default {
_fractureType = round(random(1));
};
};
private _fractures = _unit getVariable[QGVAR(fractures), []];
private _fractureID = 1;
private _amountOf = count _fractures;
if (_amountOf > 0) then {
_fractureID = (_fractures select (_amountOf - 1) select 0) + 1;
};
_fractures pushBack [_fractureID, _fractureType, _partIndex, 1 /* percentage treated */];
_unit setVariable [QGVAR(fractures), _fractures, true];
2015-03-21 09:54:52 +00:00
};