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https://github.com/acemod/ACE3.git
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Updated headers to correct format
Reorganized function names. Added unit vitals loop
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29
addons/medical/functions/fnc_addToInjuredCollection.sqf
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29
addons/medical/functions/fnc_addToInjuredCollection.sqf
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@ -0,0 +1,29 @@
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/**
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* fnc_addToInjuredCollection.sqf
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* @Descr: N/A
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* @Author: Glowbal
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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*/
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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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[[_unit], QUOTE(FUNC(addToInjuredCollection)), _unit] call EFUNC(common,execRemoteFnc);
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};
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if !(_unit getvariable[QGVAR(addedToUnitLoop),false]) then{
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_unit setvariable [QGVAR(addedToUnitLoop),true, true];
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};
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if ([_unit] call FUNC(hasMedicalEnabled)) then {
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if (isnil QGVAR(injuredUnitCollection)) then {
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GVAR(injuredUnitCollection) = [];
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};
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if (_unit in GVAR(injuredUnitCollection)) exitwith {};
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GVAR(injuredUnitCollection) pushback _unit;
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};
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@ -1,11 +1,14 @@
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/**
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* fn_getBloodLoss.sqf
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* @Descr: Calculate the total blood loss of a unit.
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* @Author: Glowbal
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/*
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* Author: Glowbal
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* Calculate the total blood loss of a unit.
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*
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* @Arguments: [unit OBJECT]
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* @Return: NUMBER Total blood loss of unit
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* @PublicAPI: true
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* ReturnValue:
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* Total blood loss of unit <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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@ -1,11 +1,14 @@
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/**
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* fn_getBloodPressure.sqf
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* @Descr: Calculate the current blood pressure of a unit.
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* @Author: Glowbal
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/*
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* Author: Glowbal
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* Calculates the blood volume change and decreases the IVs given to the unit.
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*
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* @Arguments: [unit OBJECT (The unit to get the blood pressure from.)]
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* @Return: ARRAY Blood Pressure. Format [low NUMBER, high NUMBER]
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* @PublicAPI: true
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* ReturnValue:
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* Blood Pressuret <ARRAY <NUMBER>,<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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@ -1,11 +1,14 @@
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/**
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* fn_getBloodVolumeChange.sqf
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* @Descr: Calculates the blood volume change and decreases the IVs given to the unit.
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* @Author: Glowbal
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/*
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* Author: Glowbal
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* Calculates the blood volume change and decreases the IVs given to the unit.
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*
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* @Arguments: []
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* @Return: NUMBER Bloodvolume change
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* @PublicAPI: false
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* ReturnValue:
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* Current cardiac output <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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@ -1,11 +1,14 @@
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/**
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* fn_getCardiacOutput.sqf
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* @Descr: Get the cardiac output from the Heart, based on current Heart Rate and Blood Volume.
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* @Author: Glowbal
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/*
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* Author: Glowbal
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* Get the cardiac output from the Heart, based on current Heart Rate and Blood Volume.
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*
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* @Arguments: [unit OBJECT]
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* @Return: NUMBER Current cardiac output.
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* @PublicAPI: true
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* ReturnValue:
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* Current cardiac output <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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@ -1,11 +1,14 @@
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/**
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* fn_getHeartRateChange.sqf
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* @Descr: N/A
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* @Author: Glowbal
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/*
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* Author: Glowbal
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* Get the change in the heart rate. Used for the vitals calculations. Calculated in one seconds.
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*
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* @Arguments: []
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* @Return: void
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* @PublicAPI: false
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* ReturnValue:
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* Change in heart Rate <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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@ -1,11 +1,14 @@
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/**
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* fn_getTypeOfDamage.sqf
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* @Descr: N/A
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* @Author: Glowbal
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/*
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* Author: Glowbal
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* Get the type of damage based upon the projectile.
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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* Arguments:
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* 0: The projectile classname or object <STRING>
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*
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* ReturnValue:
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* Type of damage <STRING>
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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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@ -1,3 +1,23 @@
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/*
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* Author: Glowbal
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* Advanced 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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* 6: Type of Damage <STRING>
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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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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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@ -8,12 +28,12 @@ _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(handleAirway);
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[_unit,_selectionName,_amountOfDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
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};
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if (GVAR(enableFractures)) then {
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[_unit,_selectionName,_amountOfDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleFractures);
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[_unit,_selectionName,_amountOfDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
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};
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if (GVAR(enableInternalBleeding)) then {
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[_unit,_selectionName,_amountOfDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleInternalInjuries);
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[_unit,_selectionName,_amountOfDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
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};
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_returnDamage;
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/**
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* fn_assignAirwayStatus.sqf
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* @Descr: N/A
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* @Author: Glowbal
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/*
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* Author: Glowbal
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* Handling of the airway injuries upon the handleDamage eventhandler.
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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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 or source of the damage <OBJECT>
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* 4: Type of the damage done <STRING>
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*
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* Return Value:
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* None <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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/**
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* fn_assignFractures.sqf
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* @Descr: N/A
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* @Author: Glowbal
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/*
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* Author: Glowbal
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* Handling of the fracture injuries upon the handleDamage eventhandler.
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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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 or source of the damage <OBJECT>
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* 4: Type of the damage done <STRING>
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*
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* Return Value:
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* None <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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/**
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* fn_assignFractures.sqf
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* @Descr: N/A
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* @Author: Glowbal
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/*
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* Author: Glowbal
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* Handling of the internal injuries upon the handleDamage eventhandler.
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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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 or source of the damage <OBJECT>
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* 4: Type of the damage done <STRING>
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*
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* Return Value:
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* None <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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/*
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* Author: Glowbal
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* Medium 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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* 6: Type of Damage <STRING>
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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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/*
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* Author: Glowbal
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* Handling of the open wounds & injuries upon the handleDamage eventhandler.
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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 or source of the damage <OBJECT>
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* 4: Type of the damage done <STRING>
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*
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* Return Value:
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* None <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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#define ADD_INJURY(BODYPART,TYPE,AMOUNT) _woundID = 1; \
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/**
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* fn_handleUnitVitals.sqf
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* @Descr: Updates the vitals. Is expected to be called every second.
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* @Author: Glowbal
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/*
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* Author: Glowbal
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* Updates the vitals. Is expected to be called every second.
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*
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* @Arguments: [unit OBJECT]
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* @Return: void
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* @PublicAPI: false
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* ReturnValue:
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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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/**
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* fn_getBodyPartNumber.sqf
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* @Descr: N/A
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* @Author: Glowbal
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/*
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* Author: Glowbal
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* Get the number representation of a selection name.
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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* Arguments:
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* 0: The selection name of a unit <STRING>
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*
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* ReturnValue:
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* Number representation. -1 if invalid. <NUMBER>
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*
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* Public: yes
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*/
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#include "script_component.hpp"
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(["head","body","hand_l","hand_r","leg_l","leg_r"] find (_this select 0));
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(["head","body","hand_l","hand_r","leg_l","leg_r"] find (_this select 0));
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/**
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* fn_setCardiacArrest.sqf
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* @Descr: Triggers a unit into the Cardiac Arrest state from CMS. Will put the unit in an unconscious state and run a countdown timer until unit dies. <br />Timer is a random value between 120 and 720 seconds.
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* @Author: Glowbal
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/*
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* Author: Glowbal
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* Triggers a unit into the Cardiac Arrest state from CMS. Will put the unit in an unconscious state and run a countdown timer until unit dies.
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* Timer is a random value between 120 and 720 seconds.
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*
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* @Arguments: [unit OBJECT (The unit that will be put in cardiac arrest state)]
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* @Return: void
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* @PublicAPI: true
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* Arguments:
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* 0: The unit that will be put in cardiac arrest state <OBJECT>
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*
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* ReturnValue:
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* <NIL>
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*
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* Public: yes
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*/
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#include "script_component.hpp"
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