2015-02-28 18:22:46 +00:00
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/*
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* Author: Glowbal
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* Sets the hitpoint damage for au nit to the correct values
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*
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* Arguments:
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* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
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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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2015-02-28 18:22:46 +00:00
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*
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* Public: No
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*/
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#include "script_component.hpp"
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2015-08-22 14:25:10 +00:00
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params ["_unit"];
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2015-02-28 18:22:46 +00:00
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2015-11-30 16:14:05 +00:00
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if (!local _unit) exitWith {};
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2015-02-28 18:22:46 +00:00
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2015-08-22 15:10:19 +00:00
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private "_bodyStatus";
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2015-02-28 18:22:46 +00:00
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2015-06-10 10:47:22 +00:00
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// ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"]
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_bodyStatus = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
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2015-02-28 18:22:46 +00:00
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2015-08-22 15:10:19 +00:00
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_bodyStatus params ["_headDamage", "_torsoDamage", "_handsDamageR", "_handsDamageL", "_legsDamageR", "_legsDamageL"];
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2015-02-28 18:22:46 +00:00
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2015-06-10 10:47:22 +00:00
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_unit setHitPointDamage ["hitHead", _headDamage min 0.95];
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_unit setHitPointDamage ["hitBody", _torsoDamage min 0.95];
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_unit setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95];
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_unit setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95];
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2015-02-28 18:22:46 +00:00
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2015-06-10 10:47:22 +00:00
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if (_bodyStatus isEqualTo [0,0,0,0,0,0]) then {
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2015-02-28 18:22:46 +00:00
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_unit setDamage 0;
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};
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