#include "script_component.hpp" #define ADD_INJURY(BODYPART,TYPE,AMOUNT) _woundID = 1; \ _amountOf = count _openWounds; \ if (_amountOf > 0) then { _woundID = (_openWounds select (_amountOf - 1) select 0) + 1; }; \ for "_i" from 1 to AMOUNT /* step +1 */ do { \ _openWounds pushback [_woundID, _woundType, _bodyPartn, 1 /* percentage treated */]; \ _woundID = _woundID + 1; \ }; private ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfDamage", "_bodyPartn", "_woundType"]; _unit = _this select 0; _selectionName = _this select 1; _amountOfDamage = _this select 2; _sourceOfDamage = _this select 3; _typeOfDamage = _this select 4; _bodyPartn = [_selectionName] call FUNC(selectionNameToNumber); _woundType = 1; if (_amountOfDamage > 0.05) then { private ["_wounds", "_woundID", "_amountOf"]; _openWounds = _unit getvariable[QGVAR(openWounds), []]; // TODO specify openWounds based off typeOfInjury details better. switch (toLower _typeOfInjury) do { case "bullet": { ADD_INJURY(_bodyPartn, round(random(2)), 1); }; case "grenade": { ADD_INJURY(_bodyPartn, round(random(2)), 1); for "_i" from 0 to round(random(3)) /* step +1 */ do { ADD_INJURY(round(random(6)), round(random(2)), 1); }; }; case "explosive": { ADD_INJURY(_bodyPartn, round(random(2)), 1); for "_i" from 0 to round(random(4)) /* step +1 */ do { ADD_INJURY(round(random(6)), round(random(2)), 1); }; }; case "shell": { ADD_INJURY(_bodyPartn, round(random(2)), 1); for "_i" from 0 to round(random(5)) /* step +1 */ do { ADD_INJURY(round(random(6)), round(random(2)), 1); }; }; case "backblast": { if (random(1)>=0.5) then{ ADD_INJURY(_bodyPartn, round(random(2)), 1); }; }; case "unknown": { ADD_INJURY(_bodyPartn, round(random(1)), 1); }; case "vehiclecrash": { if (random(1)>=0.5) then{ ADD_INJURY(_bodyPartn, round(random(1)), 1); }; }; default { ADD_INJURY(_bodyPartn, round(random(1)), 1); }; }; _unit setvariable [GVAR(openWounds), _openWounds, true]; };