/* * Author: commy2 * Main HandleDamage EH function for soldiers. * * Arguments: * Handle damage EH * * Return Value: * Damage to be inflicted * * Public: No */ #include "script_component.hpp" // for travis #define HIT_STRUCTURAL QGVAR($#structural) params ["_unit", "_selection", "_damage", "_shooter", "_ammo", "_hitPointIndex"]; //diag_log _this; // HD sometimes triggers for remote units - ignore. if (!local _unit) exitWith {nil}; // Get missing meta info private ["_hitPoint", "_oldDamage"]; if (_hitPointIndex < 0) then { _hitPoint = "#structural"; _oldDamage = damage _unit; } else { _hitPoint = toLower (getAllHitPointsDamage _unit select 0 select _hitPointIndex); _oldDamage = _unit getHitIndex _hitPointIndex; }; private _newDamage = _damage - _oldDamage; _unit setVariable [format [QGVAR($%1), _hitPoint], _newDamage]; // These control blood material visuals. // If damage is in dummy hitpoints, "hands" and "legs", don't change anything if (_hitPoint in ["hithead", "hitbody", "hithands", "hitlegs"]) exitWith {_oldDamage}; // Add injury if (_hitPoint isEqualTo "ace_hdbracket") exitWith { private _damageStructural = _unit getVariable [HIT_STRUCTURAL, 0]; // --- Head private _damageFace = _unit getVariable [QGVAR($HitFace), 0]; private _damageNeck = _unit getVariable [QGVAR($HitNeck), 0]; private _damageHead = (_unit getVariable [QGVAR($HitHead), 0]) max _damageFace max _damageNeck; // --- Body private _damagePelvis = _unit getVariable [QGVAR($HitPelvis), 0]; private _damageAbdomen = _unit getVariable [QGVAR($HitAbdomen), 0]; private _damageDiaphragm = _unit getVariable [QGVAR($HitDiaphragm), 0]; private _damageChest = _unit getVariable [QGVAR($HitChest), 0]; private _damageBody = (_unit getVariable [QGVAR($HitBody), 0]) max _damagePelvis max _damageAbdomen max _damageDiaphragm max _damageChest; // --- Arms and Legs private _damageLeftArm = _unit getVariable [QGVAR($HitLeftArm), 0]; private _damageRightArm = _unit getVariable [QGVAR($HitRightArm), 0]; private _damageLeftLeg = _unit getVariable [QGVAR($HitLeftLeg), 0]; private _damageRightLeg = _unit getVariable [QGVAR($HitRightLeg), 0]; // Find hit point that received the maxium damage. // second param is a priority. should multiple hitpoints receive the same // amount of damage (e.g. max which is 4), we don't want them to be sorted // alphabetically (which would mean that RightLeg is always chosen) private _allDamages = [ [_damageHead, PRIORITY_HEAD, "Head"], [_damageBody, PRIORITY_BODY, "Body"], [_damageLeftArm, PRIORITY_LEFT_ARM, "LeftArm"], [_damageRightArm, PRIORITY_RIGHT_ARM, "RightArm"], [_damageLeftLeg, PRIORITY_LEFT_LEG, "LeftLeg"], [_damageRightLeg, PRIORITY_RIGHT_LEG, "RightLeg"] ]; TRACE_2("incoming",_allDamages,_damageStructural); _allDamages sort false; (_allDamages select 0) params ["_receivedDamage", "", "_woundedHitPoint"]; if (_receivedDamage == 0) then { _receivedDamage = _damageStructural; _woundedHitPoint = "Body"; }; TRACE_2("received",_receivedDamage,_woundedHitPoint); // Check for falling damage. if (_ammo isEqualTo "") then { if (velocity _unit select 2 < -2) then { _woundedHitPoint = selectRandom ["LeftLeg", "RightLeg"]; _ammo = "#falling"; } else { // Assume collision damage. // @todo, find a method for detecting burning damage. _woundedHitPoint = "Body"; _ammo = "#collision"; }; }; // Don't trigger for minor damage. if (_receivedDamage > 1E-3) then { [QGVAR(woundReceived), [_unit, _woundedHitPoint, _receivedDamage, _shooter, _ammo]] call CBA_fnc_localEvent; }; 0 }; // Check for drowning damage. // Don't change the third expression. Safe method for FLOATs. if (_hitPoint isEqualTo "#structural" && {getOxygenRemaining _unit <= 0.5} && {_damage isEqualTo (_oldDamage + 0.005)}) then { [QGVAR(woundReceived), [_unit, "Body", _newDamage, _unit, "#drowning"]] call CBA_fnc_localEvent; }; 0