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test switch to adv medical handleDamage
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@ -2,6 +2,8 @@
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ADDON = false;
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ADDON = false;
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PREP(handleDamage_basic2);
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PREP(actionCheckBloodPressure);
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PREP(actionCheckBloodPressure);
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PREP(actionCheckBloodPressureLocal);
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PREP(actionCheckBloodPressureLocal);
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PREP(actionCheckPulse);
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PREP(actionCheckPulse);
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@ -44,7 +44,34 @@ if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {_damageOld};
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// Get return damage
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// Get return damage
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_damageReturn = _damage;
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_damageReturn = _damage;
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if (GVAR(level) < 2) then {
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if (GVAR(level) < 2) then {
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_damageReturn = _this call FUNC(handleDamage_basic);
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_newDamage = _this call FUNC(handleDamage_basic2);
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_projectile = _this select 4;
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_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage);
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_typeIndex = (GVAR(allAvailableDamageTypes) find _typeOfDamage);
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_minLethalDamage = 0.01;
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if (_typeIndex >= 0) then {
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_minLethalDamage = GVAR(minLethalDamages) select _typeIndex;
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};
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if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _shooter} && {_projectile == ""} && {_selection == ""}) then {
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if (GVAR(enableVehicleCrashes)) then {
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_selection = GVAR(SELECTIONS) select (floor(random(count GVAR(SELECTIONS))));
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};
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};
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if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)}) then {
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if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)])) exitwith {
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_damageReturn = 0.9;
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};
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if ([_unit] call FUNC(setDead)) then {
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_damageReturn = 1;
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} else {
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_damageReturn = _damageReturn min 0.89;
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};
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} else {
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_damageReturn = _damageReturn min 0.89;
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};
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} else {
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} else {
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if !([_unit] call FUNC(hasMedicalEnabled)) exitwith {
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if !([_unit] call FUNC(hasMedicalEnabled)) exitwith {
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// Because of the config changes, we cannot properly disable the medical system for a unit.
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// Because of the config changes, we cannot properly disable the medical system for a unit.
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@ -37,6 +37,8 @@ _threshold = [
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_unit getVariable [QGVAR(damageThreshold), GVAR(AIDamageThreshold)],
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_unit getVariable [QGVAR(damageThreshold), GVAR(AIDamageThreshold)],
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_unit getVariable [QGVAR(damageThreshold), GVAR(playerDamageThreshold)]
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_unit getVariable [QGVAR(damageThreshold), GVAR(playerDamageThreshold)]
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] select ([_unit] call EFUNC(common,isPlayer));
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] select ([_unit] call EFUNC(common,isPlayer));
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if (_selectionName in ["leg_l", "leg_r", "hand_l", "hand_r"]) then {_threshold = _threshold * 1.7};
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_damage = _damage * (1 / _threshold);
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_damage = _damage * (1 / _threshold);
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// This is a new hit, reset variables.
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// This is a new hit, reset variables.
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@ -63,7 +65,7 @@ if (diag_frameno > (_unit getVariable [QGVAR(basic_frameNo), -3]) + 2) then {
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(_unit getHitPointDamage "HitLeftLeg") +
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(_unit getHitPointDamage "HitLeftLeg") +
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(_unit getHitPointDamage "HitRightLeg");
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(_unit getHitPointDamage "HitRightLeg");
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if (_damagesum < 0.06 and damage _unit > 0.06 and alive _unit) then {
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if (_damagesum < 0.06 and damage _unit > 0.06 and alive _unit) then {
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_unit setHitPointDamage ["HitBody", damage _unit];
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// _unit setHitPointDamage ["HitBody", damage _unit];
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};
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};
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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};
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168
addons/medical/functions/fnc_handleDamage_basic2.sqf
Normal file
168
addons/medical/functions/fnc_handleDamage_basic2.sqf
Normal file
@ -0,0 +1,168 @@
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/*
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* Author: KoffeinFlummi, Glowbal
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* Cache a handleDamage call to execute it 3 frames later
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Hit Selection <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Shooter <OBJECT>
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* 4: Projectile <STRING>
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* 5: Current damage to be returned <NUMBER>
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*
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* Return Value:
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* <nil>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_unit", "_selectionName", "_damage", "_source", "_projectile", "_hitSelections", "_hitPoints", "_impactVelocity", "_newDamage", "_cache_hitpoints", "_cache_projectiles", "_cache_params", "_cache_damages"];
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_unit = _this select 0;
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_selectionName = _this select 1;
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_damage = _this select 2;
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_source = _this select 3;
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_projectile = _this select 4;
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_hitSelections = GVAR(SELECTIONS);
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_hitPoints = GVAR(HITPOINTS);
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// Calculate change in damage.
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_newDamage = _damage - (damage _unit);
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if (_selectionName in _hitSelections) then {
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_newDamage = _damage - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selectionName)));
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};
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//_damage = _damage + _newDamage;
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// Check for vehicle crash
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if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _source} && {_projectile == ""} && {_selectionName == ""}) then {
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if (GVAR(enableVehicleCrashes)) then {
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_selectionName = _hitSelections select (floor(random(count _hitSelections)));
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_projectile = "vehiclecrash";
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_this set [1, _selectionName];
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_this set [4, _projectile];
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};
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};
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// Handle falling damage
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_impactVelocity = (velocity _unit) select 2;
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if (_impactVelocity < -5 && {vehicle _unit == _unit}) then {
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_unit setVariable [QGVAR(isFalling), true];
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_unit setVariable [QGVAR(impactVelocity), _impactVelocity];
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};
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if (_unit getVariable [QGVAR(isFalling), false]) then {
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if !(_selectionName in ["", "leg_l", "leg_r"]) then {
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if (_selectionName == "body") then {
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_newDamage = _newDamage * abs(_unit getVariable [QGVAR(impactVelocity), _impactVelocity]) / 50;
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} else {
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_newDamage = _newDamage * 0.5;
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};
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} else {
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if (_selectionName == "") then {
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_selectionName = ["leg_l", "leg_r"] select (floor(random 2));
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_this set [1, _selectionName];
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};
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_newDamage = _newDamage * 0.7;
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};
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_projectile = "falling";
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_this set [4, "falling"];
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};
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// Finished with the current frame, reset variables
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// Note: sometimes handleDamage spans over 2 or even 3 frames.
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if (diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2) then {
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_unit setVariable [QGVAR(frameNo_damageCaching), diag_frameno];
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// handle the cached damages 3 frames later
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[{
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params ["_args", "_id"];
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_args params ["_target", "_frameNo"];
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if (diag_frameno > _frameNo + 2) then {
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_target setDamage 0;
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_cache_params = _target getVariable [QGVAR(cachedHandleDamageParams), []];
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_cache_damages = _target getVariable QGVAR(cachedDamages);
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_damageBodyParts = _target getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
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{
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_x params ["_unit","_selectionName","_amountOfDamage","_sourceOfDamage","_typeOfProjectile","_typeOfDamage"];
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if !(isNull _sourceOfDamage && {_typeOfProjectile == ""} && {vehicle _unit == _unit} && {(_selectionName == "head" || isBurning _unit)}) then {
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_part = [_selectionName] call FUNC(selectionNameToNumber);
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if (_part < 0) exitwith {};
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_damageBodyParts set [_part, (_damageBodyParts select _part) + (_cache_damages select _foreachIndex)];
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};
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}foreach _cache_params;
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_unit setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
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EXPLODE_6_PVT(_damageBodyParts,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL);
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_target setHitPointDamage ["hitHead", _headDamage min 0.95];
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_target setHitPointDamage ["hitBody", _torsoDamage min 0.95];
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_target setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95];
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_target setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95];
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{
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_target setHitPointDamage [_x, (_damageBodyParts select _foreachIndex) min 0.95];
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}foreach GVAR(HITPOINTS);
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[_id] call cba_fnc_removePerFrameHandler;
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};
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}, 0, [_unit, diag_frameno] ] call CBA_fnc_addPerFrameHandler;
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_unit setVariable [QGVAR(cachedProjectiles), []];
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_unit setVariable [QGVAR(cachedHitPoints), []];
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_unit setVariable [QGVAR(cachedDamages), []];
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_unit setVariable [QGVAR(cachedHandleDamageParams), []];
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};
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// Caching of the damage events
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if (_selectionName != "") then {
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_cache_projectiles = _unit getVariable QGVAR(cachedProjectiles);
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private ["_index","_otherDamage"];
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_index = _cache_projectiles find _projectile;
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// Check if the current projectile has already been handled once
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if (_index >= 0 && {_projectile != "falling"}) exitwith {
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_cache_damages = _unit getVariable QGVAR(cachedDamages);
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// Find the previous damage this projectile has done
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_otherDamage = (_cache_damages select _index);
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// Take the highest damage of the two
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if (_newDamage > _otherDamage) then {
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_cache_params = _unit getVariable QGVAR(cachedHandleDamageParams);
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_cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints);
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private ["_hitPoint", "_restore"];
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// Restore the damage before the previous damage was processed
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_hitPoint = _cache_hitpoints select _index;
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_restore = ((_unit getHitPointDamage _hitPoint) - _otherDamage) max 0;
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_unit setHitPointDamage [_hitPoint, _restore];
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_cache_hitpoints set [_index, (_hitPoints select (_hitSelections find _selectionName))];
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_cache_damages set [_index, _newDamage];
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_cache_params set[_index, _this];
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_unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles];
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_unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints];
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_unit setVariable [QGVAR(cachedDamages), _cache_damages];
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_unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params];
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};
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};
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_cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints);
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_cache_damages = _unit getVariable QGVAR(cachedDamages);
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_cache_params = _unit getVariable QGVAR(cachedHandleDamageParams);
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// This is an unhandled projectile
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_cache_projectiles pushBack _projectile;
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_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
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_cache_damages pushBack _newDamage;
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_cache_params pushBack _this;
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// Store the new cached values
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_unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles];
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_unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints];
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_unit setVariable [QGVAR(cachedDamages), _cache_damages];
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_unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params];
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};
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_newDamage;
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