ACE3/addons/medical/functions/fnc_handleDamage_advanced.sqf

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/*
* Author: Glowbal
* Advanced HandleDamage EH function.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter <OBJECT>
* 4: Projectile <STRING>
* 5: Hit part index of the hit point <NUMBER>
* 6: Shooter? <OBJECT>
* 7: Current damage to be returned <NUMBER>
*
* Return Value:
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* None
*
* Example:
* [bob, "leg", 2, kevin, "bullet", 2, kevin, 2] call ACE_medical_fnc_handleDamage_advanced
*
* Public: No
*/
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#include "script_component.hpp"
params ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfProjectile", "_hitPointNumber", "", "_newDamage"];
// For burning damage we will get a ton of very small hits of damage; they are too small to create any wounds
// Save them up in a variable and run when it is over a noticable amount
if ((_typeOfProjectile == "") && {_newDamage < 0.15} && {
_newDamage = _newDamage + (_unit getVariable [QGVAR(trivialDamage), 0]);
if (_newDamage > 0.15) then {
// if the new sum is large enough, reset variable and continue with it added in
_unit setVariable [QGVAR(trivialDamage), 0];
false
} else {
// otherwise just save the new sum into the variable and exit
_unit setVariable [QGVAR(trivialDamage), _newDamage];
true // exit
};
}) exitWith {};
private _part = [_selectionName] call FUNC(selectionNameToNumber);
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if (_part < 0) exitWith {};
private _hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
// Sorting out the damage
private _damageBodyParts = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
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_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
private _typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage);
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[_unit, _selectionName, _newDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_assignWounds);
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// TODO Disabled until implemented fully
//if (GVAR(enableAirway)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
//};
//if (GVAR(enableFractures)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
//};
//if (GVAR(enableInternalBleeding)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
//};
if (alive _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
// 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.
if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
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[_unit] call FUNC(setUnconscious);
};
};