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Add optional parameter useEffects for damage (#5318)
Since 1.67, you can skip destruction effects if you want to. see : https://community.bistudio.com/wiki/setDamage and https://community.bistudio.com/wiki/setHitPointDamage This add an optional parameter to ace_repair_fnc_setHitPointDamage to allow this new choice
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@ -7,6 +7,7 @@
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* 0: Local Vehicle to Damage <OBJECT>
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* 1: Selected hitpoint INDEX <NUMBER>
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* 2: Total Damage <NUMBER>
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* 3: Skip destruction effects <BOOL>
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*
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* Return Value:
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* None
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@ -18,7 +19,7 @@
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*/
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#include "script_component.hpp"
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params ["_vehicle", "_hitPointIndex", "_hitPointDamage"];
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params ["_vehicle", "_hitPointIndex", "_hitPointDamage", ["_useEffects", true]];
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TRACE_4("params",_vehicle,typeOf _vehicle,_hitPointIndex,_hitPointDamage);
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private ["_damageNew", "_damageOld", "_hitPointDamageRepaired", "_hitPointDamageSumOld", "_realHitpointCount", "_selectionName"];
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@ -63,14 +64,14 @@ if (_hitPointDamageSumOld > 0) then {
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TRACE_5("structuralDamage",_damageOld,_damageNew,_hitPointDamageRepaired,_hitPointDamageSumOld,_realHitpointCount);
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// set new structural damage value
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_vehicle setDamage _damageNew;
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_vehicle setDamage [_damageNew, _useEffects];
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//Repair the hitpoint in the damages array:
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_allHitPointDamages set [_hitPointIndex, _hitPointDamage];
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//Set the new damage for all hitpoints
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{
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_vehicle setHitIndex [_forEachIndex, _x];
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_vehicle setHitIndex [_forEachIndex, _x, _useEffects];
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} forEach _allHitPointDamages;
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// normalize hitpoints
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