#include "script_component.hpp" /* * Author: Glowbal * Handles periodically creating blood for a bleeding unit. * Called from the medical_blood state machine. * * Arguments: * 0: Unit * * Return Value: * None * * Example: * [player] call ace_medical_blood_fnc_onBleeding * * Public: No */ params ["_unit"]; // Nothing to do if unit is not bleeding if !(_unit call FUNC(isBleeding)) exitWith {}; // Don't bleed on the ground if in a vehicle if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")}) exitWith {}; if (CBA_missionTime > (_unit getVariable [QGVAR(nextTime), -10])) then { private _bloodLoss = (if (GVAR(useAceMedical)) then {GET_BLOOD_LOSS(_unit) * 2.5} else {getDammage _unit * 2}) min 6; _unit setVariable [QGVAR(nextTime), CBA_missionTime + 8 + random 2 - _bloodLoss]; TRACE_2("Creating blood drop for bleeding unit",_unit,_bloodLoss); private _position = getPosASL _unit; _position = _position vectorAdd [random 0.4 - 0.2, random 0.4 - 0.2, 0]; _position set [2, 0]; private _bloodDrop = ["blooddrop_1", "blooddrop_2", "blooddrop_3", "blooddrop_4"] select floor (_bloodLoss min 3); [_bloodDrop, _position] call FUNC(createBlood); };