/* * Author: Glowbal * Sets the hitpoint damage for au nit to the correct values * * Arguments: * 0: Unit for which the hitpoint damage will be sorted out * * Return Value: * None * * Public: No */ #include "script_component.hpp" params ["_unit"]; if (!local _unit) exitWith {}; // ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"] private _bodyStatus = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]]; _bodyStatus params ["_headDamage", "_torsoDamage", "_handsDamageR", "_handsDamageL", "_legsDamageR", "_legsDamageL"]; _unit setHitPointDamage ["hitHead", _headDamage min 0.95]; _unit setHitPointDamage ["hitBody", _torsoDamage min 0.95]; _unit setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95]; _unit setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95]; if (_bodyStatus isEqualTo [0,0,0,0,0,0]) then { _unit setDamage 0; };