Med rw handle fire damage (#5100)

* Bundle fire damage into bigger chunks

Redo #4223

* Use same values

* Decrease combine cuttoff to 0.1
This commit is contained in:
PabstMirror 2017-06-05 11:42:00 -05:00 committed by GitHub
parent ddccfe563b
commit f369ffaa04

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@ -113,10 +113,26 @@ if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
};
_ammo = "#falling";
} else {
// Assume collision damage.
// @todo, find a method for detecting burning damage.
_woundedHitPoint = "Body";
_ammo = "#collision";
if (_receivedDamage > 0.1) then {
// Assume collision damage.
_woundedHitPoint = "Body";
_ammo = "#vehiclecrash";
} else {
// Probably fire damage:
_woundedHitPoint = selectRandom ["LeftLeg", "RightLeg", "Body"];
_ammo = "#unknown";
private _combinedDamage = _receivedDamage + (_unit getVariable [QGVAR(trivialDamage), 0]);
if (_combinedDamage > 0.1) then {
// if the new sum is large enough, reset variable and continue with it added in
_unit setVariable [QGVAR(trivialDamage), 0];
TRACE_2("Using sum of trivialDamage",_receivedDamage,_combinedDamage);
_receivedDamage = _combinedDamage;
} else {
// otherwise just save the new sum into the variable and exit
_unit setVariable [QGVAR(trivialDamage), _combinedDamage];
_receivedDamage = 0;
};
};
};
};