Reformatted to follow ACE3 coding guidelines.

This commit is contained in:
Derek Sauer 2015-09-29 06:36:36 -04:00
parent 8619f02538
commit 954fad615a

View File

@ -98,13 +98,12 @@ if (_impact > 0 && {GVAR(enableAdvancedWounds)}) then {
// so that the body part functions normally and blood is removed from the uniform.
// Arma combines left and right arms into a single body part (HitHands), same with left and right legs (HitLegs).
// Arms are actually hands.
if (GVAR(healHitPointAfterAdvBandage)) then
{
if (GVAR(healHitPointAfterAdvBandage)) then {
private["_currentWounds", "_headWounds", "_bodyWounds", "_legsWounds", "_armWounds"];
// Get the list of the wounds the target is currently suffering from.
_currentWounds = _target getvariable [QGVAR(openWounds), []];
_currentWounds = GETVAR(_target, openWounds, []);
// Tally of unbandaged wounds to each body part.
_headWounds = 0;
_bodyWounds = 0;
@ -115,19 +114,53 @@ if (GVAR(healHitPointAfterAdvBandage)) then
{
_x params ["", "", "_bodyPart", "_numOpenWounds", "_bloodLoss"];
if (_bodyPart == 0 && {(_numOpenWounds * _bloodLoss) > 0}) then { _headWounds = _headWounds + 1; }; // Head
if (_bodyPart == 1 && {(_numOpenWounds * _bloodLoss) > 0}) then { _bodyWounds = _bodyWounds + 1; }; // Body
if (_bodyPart == 2 && {(_numOpenWounds * _bloodLoss) > 0}) then { _armWounds = _armWounds + 1; }; // Left Arm
if (_bodyPart == 3 && {(_numOpenWounds * _bloodLoss) > 0}) then { _armWounds = _armWounds + 1; }; // Right Arm
if (_bodyPart == 4 && {(_numOpenWounds * _bloodLoss) > 0}) then { _legsWounds = _legsWounds + 1; }; // Left Leg
if (_bodyPart == 5 && {(_numOpenWounds * _bloodLoss) > 0}) then { _legsWounds = _legsWounds + 1; }; // Right Leg
// Head
if (_bodyPart == 0 && {(_numOpenWounds * _bloodLoss) > 0}) then {
_headWounds = _headWounds + 1;
};
// Body
if (_bodyPart == 1 && {(_numOpenWounds * _bloodLoss) > 0}) then {
_bodyWounds = _bodyWounds + 1;
};
// Left Arm
if (_bodyPart == 2 && {(_numOpenWounds * _bloodLoss) > 0}) then {
_armWounds = _armWounds + 1;
};
// Right Arm
if (_bodyPart == 3 && {(_numOpenWounds * _bloodLoss) > 0}) then {
_armWounds = _armWounds + 1;
};
// Left Leg
if (_bodyPart == 4 && {(_numOpenWounds * _bloodLoss) > 0}) then {
_legsWounds = _legsWounds + 1;
};
// Right Leg
if (_bodyPart == 5 && {(_numOpenWounds * _bloodLoss) > 0}) then {
_legsWounds = _legsWounds + 1;
};
} foreach _currentWounds;
// Any body part that has no wounds is healed to full health
if (_headWounds == 0) then { _target setHitPointDamage ["hitHead", 0.0]; };
if (_bodyWounds == 0) then { _target setHitPointDamage ["hitBody", 0.0]; };
if (_armWounds == 0) then { _target setHitPointDamage ["hitHands", 0.0]; };
if (_legsWounds == 0) then { _target setHitPointDamage ["hitLegs", 0.0]; };
if (_headWounds == 0) then {
_target setHitPointDamage ["hitHead", 0.0];
};
if (_bodyWounds == 0) then {
_target setHitPointDamage ["hitBody", 0.0];
};
if (_armWounds == 0) then {
_target setHitPointDamage ["hitHands", 0.0];
};
if (_legsWounds == 0) then {
_target setHitPointDamage ["hitLegs", 0.0];
};
};
true;