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57 lines
2.4 KiB
Plaintext
57 lines
2.4 KiB
Plaintext
/*
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* Author: KoffeinFlummi, Glowbal
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* Handle damage basic medical
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*
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* Arguments:
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*
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* Return Value:
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* <nil>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_damageBodyParts", "_cache_params", "_cache_damages"];
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params ["_target"];
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_damageBodyParts = _target getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
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_cache_params = _target getVariable [QGVAR(cachedHandleDamageParams), []];
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_cache_damages = _target getVariable QGVAR(cachedDamages);
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{
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_x params ["_unit","_selectionName","_amountOfDamage","_sourceOfDamage","_typeOfProjectile","_typeOfDamage"];
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if !(isNull _sourceOfDamage && {_typeOfProjectile == ""} && {vehicle _unit == _unit} && {(_selectionName == "head" || isBurning _unit)}) then {
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_part = [_selectionName] call FUNC(selectionNameToNumber);
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if (_part < 0) exitwith {};
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private ["_newDamage", "_pain"];
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_newDamage = (_cache_damages select _foreachIndex);
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_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
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_unit setvariable [QGVAR(bodyPartStatus), _damageBodyParts];
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if (alive _unit && {!(_unit getvariable ["ACE_isUnconscious", false])}) then {
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// If it reaches this, we can assume that the hit did not kill this unit, as this function is called 3 frames after the damage has been passed.
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if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
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[_unit] call FUNC(setUnconscious);
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};
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};
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_pain = _unit getVariable [QGVAR(pain), 0];
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_pain = _pain + _newDamage * (1 - (_unit getVariable [QGVAR(morphine), 0]));
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_unit setVariable [QGVAR(pain), _pain min 1, true];
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};
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}foreach _cache_params;
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// We broadcast the value across the net here, in order to avoid broadcasting it multiple times earlier in the above code block
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_target setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
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EXPLODE_6_PVT(_damageBodyParts,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL);
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_target setHitPointDamage ["hitHead", _headDamage min 0.95];
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_target setHitPointDamage ["hitBody", _torsoDamage min 0.95];
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_target setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95];
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_target setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95];
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{
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_target setHitPointDamage [_x, (_damageBodyParts select _foreachIndex) min 0.95];
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}foreach GVAR(HITPOINTS);
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