2015-08-22 14:25:10 +00:00
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/*
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* Author: Glowbal
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* Determine If Fatal
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2015-02-28 18:22:46 +00:00
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*
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2015-08-22 14:25:10 +00:00
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Part <NUMBER>
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* 2: with Damage <NUMBER> (default: 0)
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*
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* Return Value:
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* None
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*
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* Public: No
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2015-02-28 18:22:46 +00:00
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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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private ["_damageThreshold", "_damageBodyPart"];
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params ["_unit", "_part", ["_withDamage", 0]];
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2015-02-28 18:22:46 +00:00
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if (!alive _unit) exitwith {true};
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2015-04-07 18:47:36 +00:00
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if (_part < 0 || _part > 5) exitwith {false};
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2015-02-28 18:22:46 +00:00
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if ((vehicle _unit != _unit) && {!alive (vehicle _unit)}) exitwith { true };
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// Find the correct Damage threshold for unit.
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_damageThreshold = [1,1,1];
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2015-04-17 18:24:05 +00:00
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if ([_unit] call EFUNC(common,IsPlayer)) then {
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_damageThreshold =_unit getvariable[QGVAR(unitDamageThreshold), [GVAR(playerDamageThreshold), GVAR(playerDamageThreshold), GVAR(playerDamageThreshold) * 1.7]];
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2015-02-28 18:22:46 +00:00
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} else {
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2015-04-17 18:24:05 +00:00
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_damageThreshold =_unit getvariable[QGVAR(unitDamageThreshold), [GVAR(AIDamageThreshold), GVAR(AIDamageThreshold), GVAR(AIDamageThreshold) * 1.7]];
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2015-02-28 18:22:46 +00:00
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};
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2015-02-28 21:37:39 +00:00
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_damageBodyPart = ((_unit getvariable [QGVAR(bodyPartStatus),[0, 0, 0, 0, 0, 0]]) select _part) + _withDamage;
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2015-02-28 18:22:46 +00:00
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// Check if damage to body part is higher as damage head
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if (_part == 0) exitwith {
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(_damageBodyPart >= (_damageThreshold select 0) && {(random(1) > 0.2)});
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};
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// Check if damage to body part is higher as damage torso
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if (_part == 1) exitwith {
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(_damageBodyPart >= (_damageThreshold select 1) && {(random(1) > 0.2)});
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};
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// Check if damage to body part is higher as damage limbs
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(_damageBodyPart >= (_damageThreshold select 2) && {(random(1) > 0.95)});
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