ACE3/addons/medical/functions/fnc_setHitPointDamage.sqf

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/*
* Author: KoffeinFlummi
* My very own setHitPointDamage since BIS' one is buggy when affecting a remote unit.
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* It also doesn't change the overall damage. This does.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: HitPoint <STRING>
* 2: Damage <NUMBER>
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* 3: Disable overall damage adjustment <BOOL> (default: false)
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*
* Return Value:
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* None
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*
* Example:
* [medic, "Leg", 2, false] call ace_medical_fnc_setHitPointDamage
*
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* Public: Yes
*/
#include "script_component.hpp"
#define LEGDAMAGETRESHOLD1 1
#define LEGDAMAGETRESHOLD2 1.7
#define ARMDAMAGETRESHOLD1 1
#define ARMDAMAGETRESHOLD2 1.7
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params ["_unit", "_selection", "_damage", ["_disabled", false]];
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// Unit isn't local, give function to machine where it is.
if !(local _unit) exitWith {
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[QGVAR(setHitPointDamage), _this, _unit] call CBA_fnc_targetEvent;
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};
// Check if overall damage adjustment is disabled
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if (_disabled) exitWith {
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_unit setHitPointDamage [_selection, _damage];
};
private _selections = [
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"HitHead",
"HitBody",
"HitLeftArm",
"HitRightArm",
"HitLeftLeg",
"HitRightLeg"
];
if !(_selection in _selections) exitWith {
_unit setHitPointDamage [_selection, _damage];
};
private _damages = _selections apply {_unit getHitPointDamage _x};
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private _damageOld = damage _unit;
private _damageSumOld = 0;
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{
_damageSumOld = _damageSumOld + _x;
} forEach _damages;
_damageSumOld = _damageSumOld max 0.001;
_damages set [_selections find _selection, _damage];
private _damageSumNew = 0;
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{
_damageSumNew = _damageSumNew + _x;
} forEach _damages;
private _damageNew = _damageSumNew / 6;
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if (_damageOld > 0) then {
_damageNew = _damageOld * (_damageSumNew / _damageSumOld);
};
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// prevent death
if (_damageNew >= 0.9) then {
_unit setDamage 0.9;
[_unit] call FUNC(setDead);
} else {
_unit setDamage _damageNew;
};
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{
private _damageFinal = (_damages select _forEachIndex);
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_unit setHitPointDamage [_x, _damageFinal];
} forEach _selections;
// Leg Damage
private _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]};
};
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// @todo: force prone for completely fucked up legs.
// Arm Damage
private _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.