2018-07-30 09:22:14 +00:00
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#include "script_component.hpp"
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2016-09-11 18:46:35 +00:00
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/*
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* Author: Sickboy
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2019-06-28 16:50:11 +00:00
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* Spurts blood on the ground based on the direction and damage.
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2016-09-11 18:46:35 +00:00
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*
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* Arguments:
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2019-06-28 16:50:11 +00:00
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* 0: Unit <OBJECT>
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* 1: Direction <NUMBER>
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* 2: Damage <NUMBER>
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2016-09-11 18:46:35 +00:00
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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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2019-06-28 16:50:11 +00:00
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* [player, random 360, 1] call ace_medical_blood_fnc_spurt
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2016-09-11 18:46:35 +00:00
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*
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* Public: No
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*/
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#define MAXIMUM_DROPS 4
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#define DISTANCE_BETWEEN_DROPS 0.20
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#define OFFSET 0.25
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2019-06-28 16:50:11 +00:00
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params ["_unit", "_direction", "_damage"];
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2016-09-11 18:46:35 +00:00
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private _distanceBetweenDrops = DISTANCE_BETWEEN_DROPS * _damage;
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2016-09-19 11:26:32 +00:00
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private _offset = OFFSET + _distanceBetweenDrops;
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2019-06-28 16:50:11 +00:00
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private _position = _unit getPos [_offset, _direction];
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2016-10-02 16:35:40 +00:00
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2019-06-28 16:50:11 +00:00
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["blooddrop_2", _position, _direction] call FUNC(createBlood);
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2016-09-11 18:46:35 +00:00
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2016-09-19 11:26:32 +00:00
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private _dropAmount = ceil (MAXIMUM_DROPS * _damage);
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2019-06-28 16:50:11 +00:00
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TRACE_2("Spurting blood",_dropAmount,_damage);
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2016-10-02 16:35:40 +00:00
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2016-09-19 11:26:32 +00:00
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if (_dropAmount > 1) then {
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for "_i" from 2 to _dropAmount do {
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2019-06-28 16:50:11 +00:00
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_position = _position getPos [_distanceBetweenDrops, _direction];
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["blooddrop_1", _position, _direction] call FUNC(createBlood);
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2016-09-11 18:46:35 +00:00
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};
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};
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