/* * Author: Glowbal * Advanced HandleDamage EH function. * * Arguments: * 0: Unit That Was Hit * 1: Name Of Hit Selection * 2: Amount Of Damage * 3: Shooter * 4: Projectile * 5: Current damage to be returned * 6: Type of Damage * * Return Value: * Damage To Be Inflicted * * Public: No */ #include "script_component.hpp" private ["_unit","_selectionName","_amountOfDamage","_sourceOfDamage","_typeOfProjectile","_typeOfDamage", "_part", "_damageBodyParts", "_newDamage", "_hitPoints"]; _unit = _this select 0; _selectionName = _this select 1; _amountOfDamage = _this select 2; _sourceOfDamage = _this select 3; _typeOfProjectile = _this select 4; _returnDamage = _this select 5; // Most likely taking exessive fire damage. Lets exit. if (isNull _sourceOfDamage && (_selectionName == "head" || isBurning _unit) && _typeOfProjectile == "" && vehicle _unit == _unit) exitwith { 0 }; _typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage); _part = [_selectionName] call FUNC(selectionNameToNumber); _hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"]; // Sorting out the damage _damageBodyParts = _unit getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]]; _newDamage = _amountOfDamage - (_unit getHitPointDamage (_hitPoints select _part)); _damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage]; _unit setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true]; [_unit] call FUNC(handleDamage_advancedSetDamage); [_unit, _selectionName, _newDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_wounds); if (GVAR(enableAirway)) then { [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway); }; if (GVAR(enableFractures)) then { [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures); }; if (GVAR(enableInternalBleeding)) then { [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries); }; if (alive _unit && {!(_unit getvariable ["ACE_isUnconscious", false])}) then { [_unit, _newDamage] call FUNC(reactionToDamage); // If it reaches this, we can assume that the hit did not kill this unit, as this function is called 3 frames after the damage has been passed. if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then { [_unit] call FUNC(setUnconscious); }; }; _returnDamage;