/* * Author: Ruthberg * Handle incapacitation due to damage and pain * * Arguments: * 0: The Unit * * ReturnValue: * nothing * * Public: No */ #include "script_component.hpp" params ["_unit"]; private _painLevel = [_unit] call FUNC(getPainLevel); private _bodyPartDamage = _unit getVariable [QGVAR(bodyPartDamage), [0,0,0,0,0,0]]; _bodyPartDamage params ["_headDamage", "_bodyDamage", "_leftArmDamage", "_rightArmDamage", "_leftLegDamage", "_rightLegDamage"]; // Exclude non penetrating body damage { _x params ["", "", "_bodyPartN", "_amountOf", "", "_damage"]; if (_bodyPartN == 1 && {_damage < PENETRATION_THRESHOLD}) then { _bodyDamage = _bodyDamage - (_amountOf * _damage); }; } forEach (_unit getVariable [QGVAR(openWounds), []]); private _damageThreshold = if (isPlayer _unit) then { GVAR(playerDamageThreshold) } else { GVAR(AIDamageThreshold) }; if (_headDamage > _damageThreshold / 2) then { [QGVAR(CriticalInjury), _unit] call CBA_fnc_localEvent; }; if (_bodyDamage > _damageThreshold) then { [QGVAR(CriticalInjury), _unit] call CBA_fnc_localEvent; }; if ((_painLevel >= PAIN_UNCONSCIOUS) && {random 1 < 0.1}) then { [QGVAR(CriticalInjury), _unit] call CBA_fnc_localEvent; };