2023-09-12 18:58:10 +00:00
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#include "..\script_component.hpp"
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2020-02-28 16:54:53 +00:00
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/*
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2023-09-23 17:07:06 +00:00
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* Author: Pterolatypus, LinkIsGrim
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2020-02-28 16:54:53 +00:00
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* Checks a unit's equipment to calculate the total armor on a hitpoint.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Hitpoint <STRING>
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*
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* Return Value:
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2023-09-23 17:07:06 +00:00
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* Total armor and scaled armor for the given hitpoint <ARRAY of NUMBER>
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2020-02-28 16:54:53 +00:00
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*
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* Example:
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* [player, "HitChest"] call ace_medical_engine_fnc_getHitpointArmor
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*
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* Public: No
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*/
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params ["_unit", "_hitpoint"];
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private _uniform = uniform _unit;
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// If unit is naked, use its underwear class instead
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if (_uniform isEqualTo "") then {
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2021-02-18 18:58:08 +00:00
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_uniform = getText (configOf _unit >> "nakedUniform");
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2020-02-28 16:54:53 +00:00
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};
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private _gear = [
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_uniform,
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vest _unit,
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headgear _unit
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];
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private _rags = _gear joinString "$";
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private _var = format [QGVAR(armorCache$%1), _hitpoint];
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2023-09-23 17:07:06 +00:00
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_unit getVariable [_var, ["", 0, 0]] params ["_prevRags", "_armor", "_armorScaled"];
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2020-02-28 16:54:53 +00:00
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if (_rags != _prevRags) then {
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_armor = 0;
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2023-09-23 17:07:06 +00:00
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_armorScaled = 0;
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2020-02-28 16:54:53 +00:00
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{
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2023-09-23 17:07:06 +00:00
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([_x, _hitpoint] call FUNC(getItemArmor)) params ["_itemArmor", "_itemArmorScaled"];
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_armor = _armor + _itemArmor;
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_armorScaled = _armorScaled + _itemArmorScaled;
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2020-02-28 16:54:53 +00:00
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} forEach _gear;
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2023-11-10 22:49:09 +00:00
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// Armor should be at least 1 to prevent dividing by 0
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_armor = _armor max 1;
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_armorScaled = _armorScaled max 1;
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2023-09-23 17:07:06 +00:00
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_unit setVariable [_var, [_rags, _armor, _armorScaled]];
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2020-02-28 16:54:53 +00:00
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};
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2023-09-23 17:07:06 +00:00
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[_armor, _armorScaled] // return
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