ACE3/addons/medical/functions/fnc_determineIfFatal.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: Glowbal
* Determine If Fatal
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Part <NUMBER>
* 2: with Damage <NUMBER> (default: 0)
*
* Return Value:
* None
*
* Example:
* [bob, 2, 5] call ACE_medical_fnc_determineIfFatal
*
* Public: No
*/
#define INCREASE_CHANCE_HEAD 0.05
#define INCREASE_CHANCE_TORSO 0.03
#define INCREASE_CHANGE_LIMB 0.01
#define CHANGE_FATAL_HEAD 0.7
#define CHANGE_FATAL_TORSO 0.6
#define CHANGE_FATAL_LIMB 0.1
params ["_unit", "_part", ["_withDamage", 0]];
if (!alive _unit) exitWith {true};
if ((vehicle _unit != _unit) && {!alive (vehicle _unit)}) exitWith { true };
if (_part < 0 || _part > 5) exitWith {false};
// Find the correct Damage threshold for unit.
private _damageThreshold = [1,1,1];
if ([_unit, GVAR(remoteControlledAI)] call EFUNC(common,isPlayer)) then {
_damageThreshold =_unit getVariable[QGVAR(unitDamageThreshold), [GVAR(playerDamageThreshold), GVAR(playerDamageThreshold), GVAR(playerDamageThreshold) * 1.7]];
} else {
_damageThreshold =_unit getVariable[QGVAR(unitDamageThreshold), [GVAR(AIDamageThreshold), GVAR(AIDamageThreshold), GVAR(AIDamageThreshold) * 1.7]];
};
_damageThreshold params ["_thresholdHead", "_thresholdTorso", "_thresholdLimbs"];
private _damageBodyPart = ((_unit getVariable [QGVAR(bodyPartStatus),[0, 0, 0, 0, 0, 0]]) select _part) + _withDamage;
// Check if damage to body part is higher as damage head
if (_part == 0) exitWith {
private _chanceFatal = CHANGE_FATAL_HEAD + ((INCREASE_CHANCE_HEAD * (_damageBodyPart - _thresholdHead)) * 10);
(_damageBodyPart >= _thresholdHead && {(_chanceFatal >= random(1))});
};
// Check if damage to body part is higher as damage torso
if (_part == 1) exitWith {
private _chanceFatal = CHANGE_FATAL_TORSO + ((INCREASE_CHANCE_TORSO * (_damageBodyPart - _thresholdTorso)) * 10);
(_damageBodyPart >= _thresholdTorso && {(_chanceFatal >= random(1))});
};
// Check if damage to body part is higher as damage limbs
// We use a slightly lower decrease for limbs, as we want any injuries done to those to be less likely to be fatal compared to head shots or torso.
private _chanceFatal = CHANGE_FATAL_LIMB + ((INCREASE_CHANGE_LIMB * (_damageBodyPart - _thresholdLimbs)) * 10);
(_damageBodyPart >= _thresholdLimbs && {(_chanceFatal >= random(1))});