/* * Author: Glowbal * Handling of the open wounds & injuries upon the handleDamage eventhandler. * * Arguments: * 0: Unit That Was Hit * 1: Name Of Hit Selection * 2: Amount Of Damage * 3: Shooter or source of the damage * 4: Type of the damage done * * Return Value: * None * * Public: No */ #include "script_component.hpp" private ["_bodyPartn", "_injuryTypeInfo", "_allInjuriesForDamageType", "_allPossibleInjuries", "_highestPossibleDamage", "_highestPossibleSpot", "_minDamage", "_openWounds", "_woundID", "_toAddInjury", "_painToAdd", "_bloodLoss", "_bodyPartNToAdd", "_classType", "_damageLevels", "_foundIndex", "_i", "_injury", "_maxDamage", "_pain", "_painLevel", "_selections", "_toAddClassID", "_woundsCreated"]; params ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage"]; // Administration for open wounds and ids _openWounds = _unit getvariable[QGVAR(openWounds), []]; _woundID = _unit getvariable[QGVAR(lastUniqueWoundID), 1]; _extensionOutput = "ace_medical" callExtension format ["HandleDamageWounds,%1,%2,%3,%4", _selectionName, _damage, _typeOfDamage, _woundID]; _painToAdd = 0; _woundsCreated = []; call compile _extensionOutput; _foundIndex = -1; { _toAddClassID = _x select 1; _bodyPartNToAdd = _x select 2; { // Check if we have an id of the given class on the given bodypart already if (_x select 1 == _toAddClassID && {_x select 2 == _bodyPartNToAdd}) exitwith { _foundIndex = _foreachIndex; }; } foreach _openWounds; if (_foundIndex < 0) then { // Since it is a new injury, we will have to add it to the open wounds array to store it _openWounds pushback _x; } else { // We already have one of these, so we are just going to increase the number that we have of it with a new one. _injury = _openWounds select _foundIndex; _injury set [3, (_injury select 3) + 1]; }; } foreach _woundsCreated; _unit setvariable [QGVAR(openWounds), _openWounds, true]; // Only update if new wounds have been created if (count _woundsCreated > 0) then { _unit setvariable [QGVAR(lastUniqueWoundID), _woundID, true]; }; _painLevel = _unit getvariable [QGVAR(pain), 0]; _unit setvariable [QGVAR(pain), _painLevel + _painToAdd];