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1b6b0aaf0b
* fix undefined var in trace * fix high damage hang * update comment * Update fnc_woundsHandlerVehiclehit.sqf
47 lines
1.7 KiB
Plaintext
47 lines
1.7 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Pterolatypus, LinkIsGrim
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* Custom wound handler for vehicle hits and explosions, sends damage to a random hitpoint
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Damage done to each body part <ARRAY>
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* 2: Type of the damage done <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, [[0.5, "#structural", 1.5]], "vehiclehit"] call ace_medical_damage_fnc_woundsHandlerVehiclehit
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*
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* Public: No
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*/
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params ["_unit", "_allDamages", "_typeOfDamage"];
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TRACE_3("woundsHandlerVehiclehit",_unit,_allDamages,_typeOfDamage);
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// this should only trigger for hits to just structural
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if (count _allDamages > 1) exitWith {_this};
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// damage can sometimes be negative (why?)
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// damage to structural is low unless it's a very large explosion, in which case it is typically >= 1
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private _damageToApply = (abs (_allDamages select 0 select 0));
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private _damageMap = createHashMap;
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private _bodyPart = "";
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private _allBodyParts = ALL_BODY_PARTS; // micro-optimization here and above, don't recreate this array every time
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// hitpoints are randomized, more damage means more wounds in different body parts
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// use a hashmap so we only create one entry in _newDamages per body part
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for "_i" from 1 to (_damageToApply * 6) do {
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_bodyPart = selectRandom _allBodyParts;
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_damageMap set [_bodyPart, (_damageMap getOrDefault [_bodyPart, 0]) + _damageToApply];
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};
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private _newDamages = [];
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{
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_newDamages pushBack [_damageMap get _x, _x, _damageToApply];
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} forEach (keys _damageMap); // micro-optimization again, two 'get's is still faster than iterating over a hashmap
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TRACE_1("Vehicle explosion handled, passing damage", _newDamages);
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[_unit, _newDamages, _typeOfDamage] //return
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