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https://github.com/acemod/ACE3.git
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First draft of basic damage handling.
This commit is contained in:
parent
79aa8d1c7a
commit
a2ee41f01d
@ -4,3 +4,19 @@ class Extended_PreInit_EventHandlers {
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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};
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};
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class Extended_Init_EventHandlers {
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class CAManBase {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_init));
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};
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};
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};
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class Extended_Respawn_EventHandlers {
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class CAManBase {
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class ADDON {
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respawn = QUOTE(call COMPILE_FILE(XEH_respawn));
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};
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};
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};
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228
addons/medical/CfgVehicles.hpp
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228
addons/medical/CfgVehicles.hpp
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@ -0,0 +1,228 @@
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class CfgVehicles {
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#define ARM_LEG_ARMOR_DEFAULT 2
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#define ARM_LEG_ARMOR_BETTER 3
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#define ARM_LEG_ARMOR_CSAT 4
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class Man;
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class CAManBase: Man {
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class HitPoints {
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class HitHead;
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class HitBody;
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// "DEACTIVE" DEFAULT HITPOINTS
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class HitHands {
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armor = 999; //armor = 2;
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explosionShielding = 0; //explosionShielding = 1;
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material = -1;
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minimalHit = 0;
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name = "";
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passThrough = 1;
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radius = 0; //radius = 0.06;
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visual = "injury_hands";
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};
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class HitLegs {
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armor = 999; //armor = 2;
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explosionShielding = 0; //explosionShielding = 1;
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material = -1;
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minimalHit = 0;
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name = "";
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passThrough = 1;
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radius = 0; //radius = 0.08;
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visual = "injury_legs";
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};
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class HitLeftArm {
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armor = ARM_LEG_ARMOR_DEFAULT; //2;
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explosionShielding = 1;
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material = -1;
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minimalHit = 0;
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name = "hand_l";
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passThrough = 1;
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radius = 0.06;
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visual = "injury_hands";
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};
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class HitRightArm: HitLeftArm {
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name = "hand_r";
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};
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class HitLeftLeg {
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armor = ARM_LEG_ARMOR_DEFAULT; //2;
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explosionShielding = 1;
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material = -1;
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minimalHit = 0;
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name = "leg_l";
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passThrough = 1;
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radius = 0.08;
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visual = "injury_legs";
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};
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class HitRightLeg: HitLeftLeg {
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name = "leg_r";
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};
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};
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};
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class SoldierWB: CAManBase {};
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class SoldierEB: CAManBase {};
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class SoldierGB: CAManBase {};
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class B_Soldier_base_F: SoldierWB {};
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class B_Soldier_04_f: B_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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};
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};
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class B_Soldier_05_f: B_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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};
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};
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class I_Soldier_base_F: SoldierGB {};
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class I_Soldier_03_F: I_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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};
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};
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class I_Soldier_04_F: I_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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};
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};
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class O_Soldier_base_F: SoldierEB {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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};
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};
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class O_Soldier_02_F: O_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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};
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};
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};
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12
addons/medical/XEH_init.sqf
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12
addons/medical/XEH_init.sqf
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@ -0,0 +1,12 @@
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#include "script_component.hpp"
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private ["_unit"];
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_unit = _this select 0;
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if !(local _unit) exitWith {};
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diag_log "running init";
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_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}];
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[_unit] call FUNC(init);
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@ -6,5 +6,6 @@ PREP(handleDamage);
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PREP(handleDamage_advanced);
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PREP(handleDamage_basic);
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PREP(handleDamage_medium);
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PREP(init);
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ADDON = true;
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10
addons/medical/XEH_respawn.sqf
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10
addons/medical/XEH_respawn.sqf
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@ -0,0 +1,10 @@
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#include "script_component.hpp"
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private ["_unit"];
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_unit = _this select 0;
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if !(local _unit) exitWith {};
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diag_log "running respawn";
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[_unit] call FUNC(init);
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@ -13,3 +13,4 @@ class CfgPatches {
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};
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#include "CfgEventHandlers.hpp"
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#include "CfgVehicles.hpp"
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@ -17,27 +17,43 @@
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#include "script_component.hpp"
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private ["_damageReturn"];
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private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn", "_hitPoints"];
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if !(local (_this select 0)) exitWith {nil};
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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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_shooter = _this select 3;
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_projectile = _this select 4;
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if (typeName (_this select 4) == "OBJECT") then {
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_this set [4, typeOf (_this select 4)];
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diag_log _this;
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if !(local _unit) exitWith {nil};
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if (typeName _projectile == "OBJECT") then {
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_projectile = typeOf _projectile;
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_this set [4, _projectile];
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};
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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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_damageReturn = (_this select 2);
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_damageReturn = _damage;
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// @todo, remove once parameters are set up
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if (isNil QGVAR(level)) then {
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GVAR(level) = 0;
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};
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if (GVAR(level) >= 0) then {
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_damageReturn = (_this + [_damageReturn]) call FUNC(handleDamage_basic);
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};
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if (GVAR(level) >= 1) then {
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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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_damageReturn
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@ -0,0 +1,181 @@
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/*
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* Author: KoffeinFlummi
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* Basic HandleDamage EH function.
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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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* Damage To Be Inflicted <NUMBER>
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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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#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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#define UNCONSCIOUSNESSTRESHOLD 0.7
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private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn"];
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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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_shooter = _this select 3;
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_projectile = _this select 4;
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_damageReturn = _this select 5;
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// This is a new hit, 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), -3]) + 2) then {
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_unit setVariable [QGVAR(frameNo), diag_frameno];
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_unit setVariable [QGVAR(isFalling), false];
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_unit setVariable [QGVAR(projectiles), []];
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_unit setVariable [QGVAR(hitPoints), []];
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_unit setVariable [QGVAR(damages), []];
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_unit setVariable [QGVAR(structDamage), 0];
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};
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_hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
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_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
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_newDamage = _damageReturn - (damage _unit);
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if (_selection in _hitSelections) then {
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_newDamage = _damageReturn - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selection)));
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};
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_damageReturn = _damageReturn - _newDamage;
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// Exclude falling damage to everything other than legs and reduce it overall.
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if (((velocity _unit) select 2 < -5) and (vehicle _unit == _unit)) then {
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_unit setVariable [QGVAR(isFalling), true];
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};
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if (_unit getVariable [QGVAR(isFalling), false] and !(_selectionName in ["", "leg_l", "leg_r"])) exitWith {
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(_unit getHitPointDamage (_hitPoints select (_hitSelections find _selectionName))) max 0.01;
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};
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if (_unit getVariable [QGVAR(isFalling), false]) then {
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_newDamage = _newDamage * 0.7;
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};
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// Make sure there's only one damaged selection per projectile per frame.
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if (_selectionName != "" and !(_unit getVariable QGVAR(isFalling))) then {
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_cache_projectiles = _unit getVariable QGVAR(projectiles);
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_cache_hitpoints = _unit getVariable QGVAR(hitPoints);
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_cache_damages = _unit getVariable QGVAR(damages);
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if (_projectile in _cache_projectiles) then {
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_index = _cache_projectiles find _projectile;
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_otherDamage = (_cache_damages select _index);
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if (_otherDamage > _newDamage) then {
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_newDamage = 0;
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} else {
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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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// Make entry unfindable
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_cache_projectiles set [_index, objNull];
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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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};
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} else {
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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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};
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_unit setVariable [QGVAR(projectiles), _cache_projectiles];
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_unit setVariable [QGVAR(hitPoints), _cache_hitpoints];
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_unit setVariable [QGVAR(damages), _cache_damages];
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};
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// Get rid of double structural damage (seriously arma, what the fuck?)
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if (_selection == "") then {
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_cache_structDamage = _unit getVariable QGVAR(structDamage);
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if (_newDamage > _cache_structDamage) then {
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_unit setVariable [QGVAR(structDamage), _newDamage];
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_newDamage = _newDamage - _cache_structDamage;
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} else {
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_newDamage = 0;
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};
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};
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// Assign orphan structural damage to torso;
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// @todo
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if (_selection == "") then {
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_damageReturn = _damageReturn + (_unit getVariable QGVAR(structDamage));
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} else {
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_damageReturn = _damageReturn + _newDamage;
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};
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// Leg Damage
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_legdamage = (_unit getHitPointDamage "HitLeftLeg") + (_unit getHitPointDamage "HitRightLeg");
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if (_selectionName == "leg_l") then {
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_legdamage = _damageReturn + (_unit getHitPointDamage "HitRightLeg");
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};
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if (_selectionName == "leg_r") then {
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_legdamage = (_unit getHitPointDamage "HitLeftLeg") + _damageReturn;
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};
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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 (_selectionName == "hand_l") then {
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_armdamage = _damageReturn + (_unit getHitPointDamage "HitRightArm");
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};
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if (_selectionName == "hand_r") then {
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_armdamage = (_unit getHitPointDamage "HitLeftArm") + _damageReturn;
|
||||
};
|
||||
|
||||
if (_armdamage >= ARMDAMAGETRESHOLD1) then {
|
||||
if (_unit getHitPointDamage "HitHands" != 1) then {_unit setHitPointDamage ["HitHands", 1]};
|
||||
} else {
|
||||
if (_unit getHitPointDamage "HitHands" != 0) then {_unit setHitPointDamage ["HitHands", 0]};
|
||||
};
|
||||
// @todo: Drop weapon for full damage.
|
||||
|
||||
|
||||
// Set Pain
|
||||
if (_selection == "") then {
|
||||
_pain = _unit getVariable [QGVAR(pain), 0];
|
||||
_pain = _pain + _newDamage * (1 - (_unit getVariable [QGVAR(morphine), 0]));
|
||||
_unit setVariable [QGVAR(pain), _pain min 1, true];
|
||||
};
|
||||
|
||||
|
||||
// Unconsciousness
|
||||
if (_selection == "" and
|
||||
_damageReturn >= UNCONSCIOUSNESSTRESHOLD and
|
||||
_damageReturn < 1 and
|
||||
!(_unit getVariable [QGVAR(isUnconscious), False]
|
||||
)) then {
|
||||
// random chance to kill AI instead of knocking them out
|
||||
if (_unit getVariable [QGVAR(allowUnconscious), ([_unit] call EFUNC(common,isPlayer)) or random 1 > 0.5]) then {
|
||||
hint "unconscious"; // @todo
|
||||
} else {
|
||||
_damageReturn = 1;
|
||||
};
|
||||
};
|
||||
|
||||
_damageReturn
|
22
addons/medical/functions/fnc_init.sqf
Normal file
22
addons/medical/functions/fnc_init.sqf
Normal file
@ -0,0 +1,22 @@
|
||||
/*
|
||||
* Author: KoffeinFlummi
|
||||
* Initializes unit variables.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The Unit <OBJECT>
|
||||
*
|
||||
* ReturnValue:
|
||||
* nil
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit"];
|
||||
|
||||
_unit = _this select 0;
|
||||
|
||||
_unit setVariable [QGVAR(pain), 0, true];
|
||||
_unit setVariable [QGVAR(morphine), 0, true];
|
||||
_unit setVariable [QGVAR(bloodVolume), 1, true];
|
Loading…
Reference in New Issue
Block a user