ACE3/addons/medical_blood/functions/fnc_handleWoundReceived.sqf
Grim 59af3e1f6d
General - Change CBA Namespaces to HashMap (#8801)
* medical_treatment

* advanced_throwing

* common, csw

* Update fnc_replaceRegisteredItems.sqf

* Sanitised numerous components

* Update XEH_postInit.sqf

* Update XEH_postInit.sqf

* FUNC -> LINKFUNC

* Changed tagging hashmap

* Reverted some changes

* Reverted some changes

* Update XEH_clientInit.sqf

* Tweaks and fixes

* Fix number replacements

* Minor cleanup

* Update fnc_getMagazineName.sqf

* Update fnc_getMagazineName.sqf

* Minor improvement

* Made factions case-sensitive and added `toLowerANSI` to be safe

* Update fnc_getDetectedObject.sqf

* Update addons/common/functions/fnc_actionKeysNamesConverted.sqf

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Throw error if item doesn't exist

---------

Co-authored-by: Salluci <69561145+Salluci@users.noreply.github.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
2024-06-11 12:34:32 -03:00

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#include "..\script_component.hpp"
/*
* Author: Glowbal, commy2
* Handles the wounds received event by triggering any needed blood creation.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Damage done to each body part <ARRAY>
* 2: Shooter <OBJECT>
* 3: Ammo classname or damage type <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "Body", 0.5, badGuy] call ace_medical_blood_fnc_handleWoundReceived
*
* Public: No
*/
params ["_unit", "_allDamages", "_shooter", "_damageType"];
(_allDamages select 0) params ["_damage"];
// Don't bleed if damage type does not cause bleeding
if (_damageType in (uiNamespace getVariable QGVAR(noBloodDamageTypes))) exitWith {};
// Don't bleed when players only and a non-player unit is wounded
if (GVAR(enabledFor) == BLOOD_ONLY_PLAYERS && {!isPlayer _unit && {_unit != ACE_player}}) exitWith {};
// Don't bleed on the ground if in a vehicle
if (!isNull objectParent _unit && {!(vehicle _unit isKindOf "StaticWeapon")}) exitWith {};
private _bulletDir = if (isNull _shooter) then {
random 360 // Cannot calculate the direction properly, pick a random direction
} else {
_shooter getDir _unit // Calculate the bullet direction
};
[QGVAR(spurt), [_unit, _bulletDir, _damage min 1]] call CBA_fnc_serverEvent;