ACE3/addons/medical/functions/fnc_determineIfFatal.sqf

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/*
* Author: Glowbal
* Determine If Fatal
*
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* Arguments:
* 0: Unit <OBJECT>
* 1: Part <NUMBER>
* 2: with Damage <NUMBER> (default: 0)
*
* Return Value:
* None
*
* Example:
* [bob, 2, 5] call ACE_medical_fnc_determineIfFatal
*
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* Public: No
*/
#include "script_component.hpp"
#define INCREASE_CHANCE_HEAD 0.05
#define INCREASE_CHANCE_TORSO 0.03
#define INCREASE_CHANGE_LIMB 0.01
#define CHANGE_FATAL_HEAD 0.7
#define CHANGE_FATAL_TORSO 0.6
#define CHANGE_FATAL_LIMB 0.1
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params ["_unit", "_part", ["_withDamage", 0]];
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if (!alive _unit) exitWith {true};
if ((vehicle _unit != _unit) && {!alive (vehicle _unit)}) exitWith { true };
if (_part < 0 || _part > 5) exitWith {false};
// Find the correct Damage threshold for unit.
private _damageThreshold = [1,1,1];
if ([_unit, GVAR(remoteControlledAI)] call EFUNC(common,isPlayer)) then {
_damageThreshold =_unit getVariable[QGVAR(unitDamageThreshold), [GVAR(playerDamageThreshold), GVAR(playerDamageThreshold), GVAR(playerDamageThreshold) * 1.7]];
} else {
_damageThreshold =_unit getVariable[QGVAR(unitDamageThreshold), [GVAR(AIDamageThreshold), GVAR(AIDamageThreshold), GVAR(AIDamageThreshold) * 1.7]];
};
_damageThreshold params ["_thresholdHead", "_thresholdTorso", "_thresholdLimbs"];
private _damageBodyPart = ((_unit getVariable [QGVAR(bodyPartStatus),[0, 0, 0, 0, 0, 0]]) select _part) + _withDamage;
// Check if damage to body part is higher as damage head
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if (_part == 0) exitWith {
private _chanceFatal = CHANGE_FATAL_HEAD + ((INCREASE_CHANCE_HEAD * (_damageBodyPart - _thresholdHead)) * 10);
(_damageBodyPart >= _thresholdHead && {(_chanceFatal >= random(1))});
};
// Check if damage to body part is higher as damage torso
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if (_part == 1) exitWith {
private _chanceFatal = CHANGE_FATAL_TORSO + ((INCREASE_CHANCE_TORSO * (_damageBodyPart - _thresholdTorso)) * 10);
(_damageBodyPart >= _thresholdTorso && {(_chanceFatal >= random(1))});
};
// Check if damage to body part is higher as damage limbs
// We use a slightly lower decrease for limbs, as we want any injuries done to those to be less likely to be fatal compared to head shots or torso.
private _chanceFatal = CHANGE_FATAL_LIMB + ((INCREASE_CHANGE_LIMB * (_damageBodyPart - _thresholdLimbs)) * 10);
(_damageBodyPart >= _thresholdLimbs && {(_chanceFatal >= random(1))});