ACE3/addons/medical_blood/functions/fnc_onBleeding.sqf
2019-05-08 12:50:00 -05:00

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#include "script_component.hpp"
/*
* Author: Glowbal
* handle bleeding state (state machine)
*
* Arguments:
* 0: unit <TYPE>
*
* Return Value:
* is Bleeding <BOOL>
*
* Example:
* [player] call ace_medical_blood_fnc_onBleeding
*
* Public: No
*/
params ["_unit"];
if (!([_unit] call FUNC(isBleeding))) exitWith {};
if (((vehicle _unit) != _unit) && {!((vehicle _unit) isKindOf "StaticWeapon")}) exitWith {}; // Don't bleed on ground if mounted
if (CBA_missionTime > (_unit getVariable [QGVAR(nextTime), -10])) then {
private _bloodLoss = (if (GVAR(useAceMedical)) then {GET_BLOOD_LOSS(_unit) * 2.5} else {getDammage _unit * 2}) min 6;
TRACE_2("",_unit,_bloodLoss);
_unit setVariable [QGVAR(nextTime), CBA_missionTime + 8 + random 2 - _bloodLoss];
private _position = getPosASL _unit;
_position = _position vectorAdd [
random 0.4 - 0.2,
random 0.4 - 0.2,
0
];
_position set [2, 0];
private _bloodDrop = ["blooddrop_1", "blooddrop_2", "blooddrop_3", "blooddrop_4"] select floor (_bloodLoss min 3);
[_bloodDrop, _position] call FUNC(createBlood);
};