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Check leg/arm damage in setHitPointDamage as well.
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@ -1,6 +1,6 @@
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/*
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* Author: KoffeinFlummi
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* My very own setHitPointDamage since BIS's one is buggy when affecting a remote unit.
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* My very own setHitPointDamage since BIS' one is buggy when affecting a remote unit.
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* It also doesn't change the overall damage. This does.
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*
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* Arguments:
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@ -16,6 +16,10 @@
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*/
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#include "script_component.hpp"
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#define LEGDAMAGETRESHOLD1 1
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#define LEGDAMAGETRESHOLD2 1.7
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#define ARMDAMAGETRESHOLD1 1
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#define ARMDAMAGETRESHOLD2 1.7
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private ["_unit", "_selection", "_damage", "_selections", "_damages", "_damageOld", "_damageSumOld", "_damageNew", "_damageSumNew", "_damageFinal"];
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@ -76,3 +80,22 @@ _unit setDamage _damageNew;
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_damageFinal = (_damages select _forEachIndex);
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_unit setHitPointDamage [_x, _damageFinal];
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} forEach _selections;
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// Leg Damage
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_legdamage = (_unit getHitPointDamage "HitLeftLeg") + (_unit getHitPointDamage "HitRightLeg");
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if (_legdamage >= LEGDAMAGETRESHOLD1) then {
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if (_unit getHitPointDamage "HitLegs" != 1) then {_unit setHitPointDamage ["HitLegs", 1]};
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} else {
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if (_unit getHitPointDamage "HitLegs" != 0) then {_unit setHitPointDamage ["HitLegs", 0]};
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};
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// @ŧodo: force prone for completely fucked up legs.
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// Arm Damage
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_armdamage = (_unit getHitPointDamage "HitLeftArm") + (_unit getHitPointDamage "HitRightArm");
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if (_armdamage >= ARMDAMAGETRESHOLD1) then {
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if (_unit getHitPointDamage "HitHands" != 1) then {_unit setHitPointDamage ["HitHands", 1]};
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} else {
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if (_unit getHitPointDamage "HitHands" != 0) then {_unit setHitPointDamage ["HitHands", 0]};
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};
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// @todo: Drop weapon for full damage.
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