2019-04-27 19:12:11 +00:00
#include "script_component.hpp"
/*
* Author: Glowbal
* Update total wound bleeding based on open wounds and tourniquets
*
* Arguments:
* 0: The Unit <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [player] call ace_medical_status_fnc_updateWoundBloodLoss
*
* Public: No
*/
params ["_unit"];
private _tourniquets = GET_TOURNIQUETS(_unit);
private _bodyPartBleeding = [0,0,0,0,0,0];
{
2019-05-12 04:13:59 +00:00
_x params ["", "_bodyPart", "_amountOf", "_bleeeding"];
2019-04-27 19:12:11 +00:00
if (_tourniquets select _bodyPart == 0) then {
_bodyPartBleeding set [_bodyPart, (_bodyPartBleeding select _bodyPart) + (_amountOf * _bleeeding)];
};
} forEach (_unit getVariable [QEGVAR(medical,openWounds), []]);
if (_bodyPartBleeding isEqualTo [0,0,0,0,0,0]) then {
TRACE_1("updateWoundBloodLoss-none",_unit);
_unit setVariable [VAR_WOUND_BLEEDING, 0, true];
} else {
_bodyPartBleeding params ["_headBleeding", "_bodyBleeding", "_leftArmBleeding", "_rightArmBleeding", "_leftLegBleeding", "_rightLegBleeding"];
private _bodyBleedingRate = ((_headBleeding min 0.9) + (_bodyBleeding min 1.0)) min 1.0;
private _limbBleedingRate = ((_leftArmBleeding min 0.3) + (_rightArmBleeding min 0.3) + (_leftLegBleeding min 0.5) + (_rightLegBleeding min 0.5)) min 1.0;
// limb bleeding is scaled down based on the amount of body bleeding
_limbBleedingRate = _limbBleedingRate * (1 - _bodyBleedingRate);
TRACE_3("updateWoundBloodLoss-bleeding",_unit,_bodyBleedingRate,_limbBleedingRate);
_unit setVariable [VAR_WOUND_BLEEDING, _bodyBleedingRate + _limbBleedingRate, true];
};