/* * Author: Glowbal, commy2 * Handling of the open wounds & injuries upon the handleDamage eventhandler. * * Arguments: * 0: Unit That Was Hit * 1: Name Of Body Part * 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" params ["_unit", "_bodyPart", "_damage", "_typeOfProjectile", "_typeOfDamage"]; TRACE_5("start",_unit,_bodyPart,_damage,_typeOfProjectile,_typeOfDamage); if (_typeOfDamage isEqualTo "") then { _typeOfDamage = "unknown"; }; // Administration for open wounds and ids private _openWounds = _unit getVariable [QEGVAR(medical,openWounds), []]; private _woundID = _unit getVariable [QEGVAR(medical,lastUniqueWoundID), 1]; private _extensionOutput = "ace_medical" callExtension format ["HandleDamageWounds,%1,%2,%3,%4", _bodyPart, _damage, _typeOfDamage, _woundID]; TRACE_1("",_extensionOutput); // these are default values and modified by _extensionOutput private _painToAdd = 0; private _woundsCreated = []; call compile _extensionOutput; { _x params ["", "_woundClassIDToAdd", "_bodyPartNToAdd"]; _foundIndex = -1; { // Check if we have an id of the given class on the given bodypart already if ((_woundClassIDToAdd isEqualTo (_x select 1)) && {_bodyPartNToAdd isEqualTo (_x select 2)}) 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. private _injury = _openWounds select _foundIndex; _injury set [3, (_injury select 3) + 1]; }; } forEach _woundsCreated; _unit setVariable [QEGVAR(medical,openWounds), _openWounds, true]; [_unit, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals); // Only update if new wounds have been created if (count _woundsCreated > 0) then { _unit setVariable [QEGVAR(medical,lastUniqueWoundID), _woundID, true]; }; [_unit, _painToAdd] call EFUNC(medical,addPain); [_unit, "hit", PAIN_TO_SCREAM(_painToAdd)] call EFUNC(medical_engine,playInjuredSound); TRACE_5("exit",_unit, _painToAdd, _unit getVariable QEGVAR(medical,pain), _unit getVariable QEGVAR(medical,openWounds),_woundsCreated);