/*
 * Author: Glowbal
 * Advanced HandleDamage EH function.
 *
 * Arguments:
 * 0: Unit That Was Hit <OBJECT>
 * 1: Name Of Hit Selection <STRING>
 * 2: Amount Of Damage <NUMBER>
 * 3: Shooter <OBJECT>
 * 4: Projectile <STRING>
 * 5: Current damage to be returned <NUMBER>
 * 6: Type of Damage <STRING>
 *
 * Return Value:
 * Damage To Be Inflicted <NUMBER>
 *
 * Public: No
 */

#include "script_component.hpp"

private ["_unit","_selectionName","_amountOfDamage","_sourceOfDamage","_typeOfProjectile","_typeOfDamage", "_part", "_damageBodyParts", "_newDamage", "_hitPoints"];
_unit = _this select 0;
_selectionName = _this select 1;
_amountOfDamage = _this select 2;
_sourceOfDamage = _this select 3;
_typeOfProjectile = _this select 4;
_newDamage = _this select 5;

// Most likely taking exessive fire damage. Lets exit.
if (isNull _sourceOfDamage && {_typeOfProjectile == ""} && {vehicle _unit == _unit} && {(_selectionName == "head" || isBurning _unit)}) exitwith {
    0
};
_typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage);
_part = [_selectionName] call FUNC(selectionNameToNumber);
if (_part < 0) exitwith {};

_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
// Sorting out the damage
_damageBodyParts = _unit getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];

_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
_unit setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true];

[_unit] call FUNC(handleDamage_advancedSetDamage);

[_unit, _selectionName, _newDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_wounds);

// TODO Disabled until implemented fully
//if (GVAR(enableAirway)) then {
//    [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
//};
//if (GVAR(enableFractures)) then {
//    [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
//};
//if (GVAR(enableInternalBleeding)) then {
//    [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
//};

if (alive _unit && {!(_unit getvariable ["ACE_isUnconscious", false])}) then {
    // If it reaches this, we can assume that the hit did not kill this unit, as this function is called 3 frames after the damage has been passed.
    if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
        [_unit] call FUNC(setUnconscious);
    };
};

_amountOfDamage;