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Medical - Fix addDamageToUnit (#7247)
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@ -118,10 +118,10 @@ if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
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*/
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if (_shooter == _unit && {(velocity _unit select 2) < -2}) then {
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_ammo = "#falling"; // non-selectionSpecific so only _damageSelectionArray matters
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_damageSelectionArray = [4, 1, 5, 1]; // selectRandom ["RightLeg", "LeftLeg"];
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_damageSelectionArray = [HITPOINT_INDEX_RLEG, 1, HITPOINT_INDEX_LLEG, 1];
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TRACE_5("Fall",_unit,_shooter,_instigator,_damage,_receivedDamage);
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} else {
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_damageSelectionArray = [2, 1, 3, 1, 4, 1, 5, 1]; // selectRandom ["RightArm", "LeftArm", "RightLeg", "LeftLeg"];
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_damageSelectionArray = [HITPOINT_INDEX_RARM, 1, HITPOINT_INDEX_LARM, 1, HITPOINT_INDEX_LLEG, 1, HITPOINT_INDEX_RLEG, 1];
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TRACE_5("Collision",_unit,_shooter,_instigator,_damage,_receivedDamage);
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};
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@ -138,7 +138,7 @@ if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
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};
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} else {
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// Anything else is almost guaranteed to be fire damage
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_damageSelectionArray = [1, 1, 4, 1, 5, 1]; // selectRandom ["Body", "LeftLeg", "RightLeg"];
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_damageSelectionArray = [HITPOINT_INDEX_BODY, 1, HITPOINT_INDEX_LLEG, 1, HITPOINT_INDEX_RLEG, 1];;
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_ammo = "#unknown"; // non-selectionSpecific so only _damageSelectionArray matters
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// Fire damage can occur as lots of minor damage events
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