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setStructuralDamage function
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@ -68,6 +68,7 @@ PREP(selectionNameToNumber);
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PREP(setCardiacArrest);
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PREP(setCardiacArrest);
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PREP(setDead);
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PREP(setDead);
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PREP(setHitPointDamage);
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PREP(setHitPointDamage);
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PREP(setStructuralDamage);
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PREP(setUnconscious);
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PREP(setUnconscious);
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PREP(treatment);
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PREP(treatment);
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PREP(treatment_failure);
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PREP(treatment_failure);
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@ -79,5 +79,5 @@ _newUnit setvariable ["ACE_isUnconscious", true, true];
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_newUnit setvariable [QGVAR(disableInteraction), true, true];
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_newUnit setvariable [QGVAR(disableInteraction), true, true];
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_oldBody setvariable [QGVAR(disableInteraction), true, true];
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_oldBody setvariable [QGVAR(disableInteraction), true, true];
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_newUnit setDamage 0.89;
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[_newUnit, 0.89] call FUNC(setStructuralDamage);
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_newUnit;
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_newUnit;
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@ -82,5 +82,5 @@ if (isPLayer _unit) then {
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["medical_onSetDead", [_unit]] call EFUNC(common,localEvent);
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["medical_onSetDead", [_unit]] call EFUNC(common,localEvent);
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_unit setdamage 1;
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[_unit, 1] call FUNC(setStructuralDamage);
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true;
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true;
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25
addons/medical/functions/fnc_setStructuralDamage.sqf
Normal file
25
addons/medical/functions/fnc_setStructuralDamage.sqf
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@ -0,0 +1,25 @@
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/*
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* Author: commy2
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* Set the structural damage of a soldier without changing the individual hitpoints. Unit has to be local. Not safe to use with vehicles!
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*
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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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params ["_unit", "_damage"];
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if (!local _unit) exitWith {};
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private "_allHitPoints";
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_allHitPoints = getAllHitPointsDamage _unit select 2;
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_unit setDamage _damage;
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{
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_unit setHitIndex [_forEachIndex, _x];
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} forEach _allHitPoints;
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