#include "script_component.hpp" /* * Author: Glowbal * handle bleeding state (state machine) * * Arguments: * 0: unit * * Return Value: * is Bleeding * * Example: * [player] call ace_medical_blood_fnc_onBleeding * * Public: No */ params ["_unit"]; if (!([_unit] call FUNC(isBleeding))) exitWith {}; if (((vehicle _unit) != _unit) && {!((vehicle _unit) isKindOf "StaticWeapon")}) exitWith {}; // Don't bleed on ground if mounted if (CBA_missionTime > (_unit getVariable [QGVAR(nextTime), -10])) then { private _bloodLoss = (if (GVAR(useAceMedical)) then {GET_BLOOD_LOSS(_unit) * 2.5} else {getDammage _unit * 2}) min 6; TRACE_2("",_unit,_bloodLoss); _unit setVariable [QGVAR(nextTime), CBA_missionTime + 8 + random 2 - _bloodLoss]; private _position = getPosASL _unit; _position = _position vectorAdd [ random 0.4 - 0.2, random 0.4 - 0.2, 0 ]; _position set [2, 0]; private _bloodDrop = ["blooddrop_1", "blooddrop_2", "blooddrop_3", "blooddrop_4"] select floor (_bloodLoss min 3); [_bloodDrop, _position] call FUNC(createBlood); };