ACE3/addons/medical/functions/fnc_determineIfFatal.sqf
2015-04-30 01:17:26 -05:00

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/**
* fn_determineIfFatal.sqf
* @Descr: N/A
* @Author: Glowbal
*
* @Arguments: []
* @Return:
* @PublicAPI: false
*/
#include "script_component.hpp"
private ["_unit","_part","_damageThreshold", "_withDamage", "_damageBodyPart"];
_unit = _this select 0;
_part = _this select 1;
_withDamage = if (count _this > 2) then { _this select 2} else {0};
if (!alive _unit) exitwith {true};
if (_part < 0 || _part > 5) exitwith {false};
if ((vehicle _unit != _unit) && {!alive (vehicle _unit)}) exitwith { true };
// Find the correct Damage threshold for unit.
_damageThreshold = [1,1,1];
if ([_unit] 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]];
};
_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 {
(_damageBodyPart >= (_damageThreshold select 0) && {(random(1) > 0.2)});
};
// Check if damage to body part is higher as damage torso
if (_part == 1) exitwith {
(_damageBodyPart >= (_damageThreshold select 1) && {(random(1) > 0.2)});
};
// Check if damage to body part is higher as damage limbs
(_damageBodyPart >= (_damageThreshold select 2) && {(random(1) > 0.95)});