/** * fn_assignOpenWounds.sqf * @Descr: N/A * @Author: Glowbal * * @Arguments: [] * @Return: * @PublicAPI: false */ #include "script_component.hpp" private ["_unit", "_amountOfDamage", "_typeOfInjury", "_bodyPartn","_sizeOfWound","_amountOfNewWounds", "_return"]; _unit = _this select 0; _amountOfDamage = _this select 1; _typeOfInjury = _this select 2; _bodyPartn = _this select 3; _sizeOfWound = 0; _amountOfNewWounds = 0; _return = false; if (_amountOfDamage > 0.05) then { switch (_typeOfInjury) do { case "Bullet": { _amountOfNewWounds = 1; _sizeOfWound = round(random(2)); }; case "Grenade": { _amountOfNewWounds = 1; _sizeOfWound = round(random(2)); if (_sizeOfWound < 1) then { _sizeOfWound = 1; }; }; case "Explosive": { _amountOfNewWounds = 1; _sizeOfWound = round(random(2)); if (_sizeOfWound < 1) then { _sizeOfWound = 1; }; }; case "Shell": { _amountOfNewWounds = 1; _sizeOfWound = round(random(2)); if (_sizeOfWound < 1) then { _sizeOfWound = 1; }; }; case "Unknown": { _amountOfNewWounds = 1; _sizeOfWound = round(random(1)); }; case "VehicleCrash": { _amountOfNewWounds = if (random(1)>=0.5) then{0}else{1}; _sizeOfWound = round(random(1)); }; default { _amountOfNewWounds = 1; _sizeOfWound = round(random(1)); }; }; if (_sizeOfWound > 2) then { _sizeOfWound = 3; }; if (_amountOfNewWounds>0) then { [_unit, _bodyPartn, _sizeOfWound, _amountOfNewWounds] call FUNC(addOpenWounds); _return = true; }; }; _return;