ACE3/addons/medical/functions/fnc_handleDamage_wounds.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
* Handling of the open wounds & injuries upon the handleDamage eventhandler.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter or source of the damage <OBJECT>
* 4: Type of the damage done <STRING>
*
* Return Value:
* None
*
* Example:
* [bob, "leg", 2, kevin, "shot"] call ACE_medical_fnc_handleDamage_wounds
*
* Public: No
*/
params ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage"];
TRACE_6("ACE_DEBUG: HandleDamage Called",_unit, _selectionName, _damage, _shooter, _typeOfProjectile,_typeOfDamage);
if (_typeOfDamage == "") then {_typeOfDamage = "unknown";};
// Administration for open wounds and ids
private _openWounds = _unit getVariable[QGVAR(openWounds), []];
private _woundID = _unit getVariable[QGVAR(lastUniqueWoundID), 1];
private _extensionOutput = "ace_medical" callExtension format ["HandleDamageWounds,%1,%2,%3,%4", _selectionName, _damage, _typeOfDamage, _woundID];
private _painToAdd = 0;
private _woundsCreated = [];
call compile _extensionOutput;
{
_x params ["", "_toAddClassID", "_bodyPartNToAdd"];
_foundIndex = -1;
{
_x params ["", "_compareId", "_comparyBodyPartN"];
// Check if we have an id of the given class on the given bodypart already
if (_compareId == _toAddClassID && {_comparyBodyPartN == _bodyPartNToAdd}) exitWith {
_foundIndex = _forEachIndex;
};
} forEach _openWounds;
if (_foundIndex < 0) then {
// Since it is a new injury, we will have to add it to the open wounds array to store it
_openWounds pushBack _x;
} else {
// We already have one of these, so we are just going to increase the number that we have of it with a new one.
private _injury = _openWounds select _foundIndex;
_injury set [3, (_injury select 3) + 1];
};
} forEach _woundsCreated;
_unit setVariable [QGVAR(openWounds), _openWounds, true];
// Only update if new wounds have been created
if (count _woundsCreated > 0) then {
_unit setVariable [QGVAR(lastUniqueWoundID), _woundID, true];
};
private _painLevel = _unit getVariable [QGVAR(pain), 0];
_unit setVariable [QGVAR(pain), _painLevel + _painToAdd];
TRACE_6("ACE_DEBUG: HandleDamage_WoundsOLD",_unit, _painLevel, _painToAdd, _unit getVariable QGVAR(pain), _unit getVariable QGVAR(openWounds),_woundsCreated);