ACE3/addons/medical/functions/fnc_handleDamage_advancedSetDamage.sqf

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/*
* Author: Glowbal
* Sets the hitpoint damage for au nit to the correct values
*
* Arguments:
* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
*
* Return Value:
* nil
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_bodyStatus", "_headDamage", "_torsoDamage", "_handsDamage", "_legsDamage"];
_unit = _this select 0;
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if (!local _unit) exitwith {};
_bodyStatus = _unit getvariable [QGVAR(bodyPartStatus),[0,0,0,0,0,0]];
// ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"]
_headDamage = _bodyStatus select 0;
if (_headDamage > 0.95) then {
_unit setHitPointDamage ["hitHead", 0.95];
} else {
_unit setHitPointDamage ["hitHead", _headDamage];
};
_torsoDamage = _bodyStatus select 1;
if (_torsoDamage > 0.95) then {
_unit setHitPointDamage ["hitBody", 0.95];
} else {
_unit setHitPointDamage ["hitBody", _torsoDamage];
};
_handsDamage = (_bodyStatus select 2) + (_bodyStatus select 3);
if (_handsDamage > 0.95) then {
_unit setHitPointDamage ["hitHands", 0.95];
} else {
_unit setHitPointDamage ["hitHands", _handsDamage];
};
_legsDamage = (_bodyStatus select 4) + (_bodyStatus select 5);
if (_legsDamage > 0.95) then {
_unit setHitPointDamage ["hitLegs", 0.95];
} else {
_unit setHitPointDamage ["hitLegs", _legsDamage];
};
if ({_x > 0} count _bodyStatus == 0) then {
_unit setDamage 0;
};