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46 lines
1.2 KiB
Plaintext
46 lines
1.2 KiB
Plaintext
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#include "..\script_component.hpp"
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/*
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* Author: tcvm
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* Sets vehicle damage based on HitIndex. Failing that it falls back to HitPoint name.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Hit point <STRING>
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* 2: Hit index <NUMBER>
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* 3: Damage <NUMBER>
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* 4: Source of damage <OBJECT>
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* 5: Person who caused damage <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [cursorObject, "HitEngine", 1, 0.25, player, player] call ace_vehicle_damage_fnc_setDamage
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*
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* Public: No
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*/
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params ["_vehicle", "_hitPoint", "_hitIndex", "_damage", "_source", "_instigator"];
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TRACE_6("setDamage",_vehicle,_hitPoint,_hitIndex,_damage,_source,_instigator);
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private _currentDamage = _vehicle getHitPointDamage _hitPoint;
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if (_damage < _currentDamage) exitWith {
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TRACE_3("capping damage at current",_damage,_currentDamage,_hitPoint);
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};
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if (_hitPoint == "#structural") then {
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_hitPoint = "hithull";
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_hitIndex = -1;
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};
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if (_hitIndex >= 0) then {
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_vehicle setHitIndex [_hitIndex, _damage, true, _source, _instigator];
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} else {
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_vehicle setHitPointDamage [_hitPoint, _damage, true, _source, _instigator];
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};
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if (_hitPoint == "HitEngine" && {_damage >= 0.9}) then {
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[QEGVAR(cookoff,engineFireServer), _vehicle] call CBA_fnc_serverEvent;
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};
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