#include "script_component.hpp" /* * Author: Pterolatypus * Custom wound handler for burns. Stores up small damage events until there's enough to create a wound. * * Arguments: * 0: Unit That Was Hit * 1: Damage done to each body part * 2: Type of the damage done * * Return Value: * None * * Example: * [player, [[0.5, "Body", 0.5]], "burning"] call ace_medical_damage_fnc_woundsHandlerBurning * * Public: No */ params ["_unit", "_allDamages", "_typeOfDamage"]; TRACE_3("woundsHandlerBurning",_unit,_allDamages,_typeOfDamage); #define FIRE_DAMAGE_INTERVAL 1 { _x params ["_damage", "_bodyPart"]; if (_bodyPart != "#structural") then { continue }; private _storedDamage = _unit getVariable [QGVAR(storedBurnDamage), 0]; private _newDamage = _storedDamage + _damage; // schedule a task to convert stored damage to wounds after a delay // the task resets stored damage to zero, so if it isn't currently zero that means there is a task already waiting if (_storedDamage == 0 && _newDamage > 0) then { [{ params ["_unit"]; _bodyPart = selectRandom ["body", "leftleg", "rightleg"]; private _storedDamage = _unit getVariable [QGVAR(storedBurnDamage), 0]; [QEGVAR(medical,woundReceived), [_unit, [[_storedDamage, _bodyPart, _storedDamage]], _unit, "burn"]] call CBA_fnc_localEvent; _unit setVariable [QGVAR(storedBurnDamage), 0, true]; }, [_unit], FIRE_DAMAGE_INTERVAL] call CBA_fnc_waitAndExecute; }; _unit setVariable [QGVAR(storedBurnDamage), _newDamage]; } forEach _allDamages; [] //return, no further damage handling for this event