#include "script_component.hpp" /* * Author: mharis001, Glowbal, PabstMirror * Handles the effects/consequences of high thirst/hunger. * * Arguments: * 0: Player * 1: Thirst * 2: Hunger * * Return Value: * None * * Example: * [_player, _thirst, _hunger] call ace_field_rations_fnc_handleEffects * * Public: No */ params ["_player", "_thirst", "_hunger"]; // Kill unit with max thirst or hunger if ((_thirst > 99.9 || {_hunger > 99.9}) && {random 1 < 0.5}) exitWith { if (["ace_medical"] call EFUNC(common,isModLoaded)) then { [_player, "Hunger/Thirst empty"] call EFUNC(medical_status,setDead); } else { _player setDamage 1; }; }; // Exit if unit is not awake, below are animation based consequences if !(_player call EFUNC(common,isAwake)) exitWith {}; // Set unit unconscious (chance based on how high thirst/hunger are) if ((_thirst > 85 || {_hunger > 85}) && {random 1 < linearConversion [85, 100, _thirst max _hunger, 0.05, 0.1, true]}) exitWith { if (["ace_medical"] call EFUNC(common,isModLoaded)) then { [_player, true, 5, true] call EFUNC(medical,setUnconscious); }; }; // Make unit fall if moving fast if ((_thirst > 93 || {_hunger > 93}) && {speed _player > 1} && {vehicle _player == _player}) exitWith { [_player, "down"] call EFUNC(common,doGesture); };