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Added initial medium wounds.
Fixed merge conflict.
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35386f19d6
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@ -17,12 +17,7 @@
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#include "script_component.hpp"
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<<<<<<< HEAD
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private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn", "_hitPoints"];
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=======
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private ["_damageReturn", "_typeOfDamage"];
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>>>>>>> 596d018f45d34ae8f713efcd3c0c3c2e3156af07
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private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn", "_hitPoints", "_typeOfDamage"];
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_unit = _this select 0;
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_selection = _this select 1;
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_damage = _this select 2;
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@ -38,7 +33,6 @@ if (typeName _projectile == "OBJECT") then {
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_this set [4, _projectile];
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};
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<<<<<<< HEAD
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// If the damage is being weird, we just tell it to fuck off.
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_hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
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if !(_selection in (_hitSelections + [""])) exitWith {0};
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@ -50,28 +44,20 @@ if (isNil QGVAR(level)) then {
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GVAR(level) = 0;
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};
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=======
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_damageReturn = (_this select 2);
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_typeOfDamage = [_this select 4] call FUNC(getTypeOfDamage)
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>>>>>>> 596d018f45d34ae8f713efcd3c0c3c2e3156af07
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_typeOfDamage = [_this select 4] call FUNC(getTypeOfDamage);
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if (GVAR(level) >= 0) then {
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_damageReturn = (_this + [_damageReturn, _typeOfDamage]) call FUNC(handleDamage_basic);
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};
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if (GVAR(level) >= 1) then {
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<<<<<<< HEAD
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_damageReturn = (_this + [_damageReturn]) call FUNC(handleDamage_medium);
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};
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if (GVAR(level) >= 2) then {
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_damageReturn = (_this + [_damageReturn]) call FUNC(handleDamage_advanced);
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};
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if (_damageReturn < 0.01) exitWith {0};
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=======
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_damageReturn = (_this + [_damageReturn, _typeOfDamage]) call FUNC(handleDamage_medium);
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if (GVAR(level) >= 1) then {
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_damageReturn = (_this + [_damageReturn, _typeOfDamage]) call FUNC(handleDamage_medium);
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if (GVAR(level) >= 2) then {
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_damageReturn = (_this + [_damageReturn, _typeOfDamage]) call FUNC(handleDamage_advanced);
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};
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};
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>>>>>>> 596d018f45d34ae8f713efcd3c0c3c2e3156af07
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_damageReturn
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@ -0,0 +1,17 @@
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#include "script_component.hpp"
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private ["_unit","_selectionName","_amountOfDamage","_sourceOfDamage","_typeOfProjectile","_typeOfDamage"];
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_unit = _this select 0;
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_selectionName = _this select 1;
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_amountOfDamage = _this select 2;
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_sourceOfDamage = _this select 3;
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_typeOfProjectile = _this select 4;
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_returnDamage = _this select 5;
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_typeOfDamage = _this select 6; //[_typeOfProjectile] call FUNC(getTypeOfDamage);
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if (GVAR(enableAirway)) then {
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[_unit,_selectionName,_amountOfDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_wounds);
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};
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_returnDamage;
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58
addons/medical/functions/fnc_handleDamage_wounds.sqf
Normal file
58
addons/medical/functions/fnc_handleDamage_wounds.sqf
Normal file
@ -0,0 +1,58 @@
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#include "script_component.hpp"
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private ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfDamage", "_bodyPartn", "_woundType"];
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_unit = _this select 0;
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_selectionName = _this select 1;
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_amountOfDamage = _this select 2;
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_sourceOfDamage = _this select 3;
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_typeOfDamage = _this select 4;
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_bodyPartn = [_selectionName] call FUNC(selectionNameToNumber);
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_woundType = 1;
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if (_amountOfDamage > 0.05) then {
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// TODO specify openWounds based off typeOfInjury details better.
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switch (_typeOfDamage) do {
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case "Bullet": {
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_woundType = round(random(2));
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};
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case "Grenade": {
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_woundType = round(random(2));
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if (_woundType < 1) then {
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_woundType = 1;
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};
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};
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case "Explosive": {
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_woundType = round(random(2));
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if (_woundType < 1) then {
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_woundType = 1;
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};
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};
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case "Shell": {
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_woundType = round(random(2));
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if (_woundType < 1) then {
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_woundType = 1;
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};
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};
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case "Unknown": {
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_woundType = round(random(1));
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};
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case "VehicleCrash": {
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_woundType = round(random(0));
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};
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default {
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_woundType = round(random(1));
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};
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};
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private ["_wounds", "_woundID", "_amountOf"];
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_wounds = _unit getvariable[QGVAR(openWounds), []];
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_woundID = 1;
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_amountOf = count _wounds;
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if (_amountOf > 0) then {
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_woundID = (_wounds select (_amountOf - 1) select 0) + 1;
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};
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_wounds pushback [_woundID, _woundType, _bodyPartn, 1 /* percentage treated */];
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_unit setvariable [GVAR(openWounds), _wounds, true];
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};
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