ACE3/addons/field_rations/functions/fnc_handleEffects.sqf

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#include "..\script_component.hpp"
/*
* Author: mharis001, Glowbal, PabstMirror
* Handles the effects/consequences of high thirst/hunger.
*
* Arguments:
* 0: Player <OBJECT>
* 1: Thirst <NUMBER>
* 2: Hunger <NUMBER>
*
* 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 {
[_player, "Hunger/Thirst empty"] call EFUNC(common,setDead);
};
// 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 (
GETEGVAR(medical,enabled,false) &&
{(_thirst > 85 || {_hunger > 85}) && {random 1 < linearConversion [85, 100, _thirst max _hunger, 0.05, 0.1, true]}}
) exitWith {
[_player, true, 5, true] call EFUNC(medical,setUnconscious);
};
// Make unit fall if moving fast
if ((_thirst > 93 || {_hunger > 93}) && {speed _player > 1} && {isNull objectParent _player}) exitWith {
[_player, "down"] call EFUNC(common,doGesture);
};