ACE3/addons/medical/functions/fnc_handleSelectionDamage.sqf

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/*
* Author: Glowbal, Commy2 & KoffeinFlummi
* Sets the hitpoint damage for an unit to the correct values
*
* Arguments:
* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
* 1: Selection name <STRING>
* 2: new damage <NUMBER>
* 3: projectile <STRING>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_selection", "_newDamage", "_projectile"];
private _part = [_selection] call FUNC(selectionNameToNumber);
if (_part < 0) exitwith {systemchat format["Selection name part is below 0"]};
// Store the new damage values in our damageBodyParts store
private _damageBodyParts = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts];
// our unconscious calculation for selection damages
if (alive _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
// If it reaches this, we can assume that the hit did not kill this unit, as this function is called some time after the damage has been passed.
if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
[_unit, true, 0.5+random(10)] call FUNC(setUnconscious);
};
};
if (GVAR(level) > 1) then { // advanced medical is enabled
_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage); // Get the exact type of damage
[_unit, _selection, _newDamage, _projectile, _typeOfDamage] call FUNC(handleDamage_assignWounds);
// TODO Disabled until implemented fully
//if (GVAR(enableAirway)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
//};
//if (GVAR(enableFractures)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
//};
//if (GVAR(enableInternalBleeding)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
//};
} else {
// New pain values
_pain = _unit getVariable [QGVAR(pain), 0];
_pain = _pain + (_newDamage / 4) * (1 - (_unit getVariable [QGVAR(morphine), 0]));
_unit setVariable [QGVAR(pain), _pain min 1, true];
};
// Store the hitpoint values so blood ends up on the unit textures
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
TRACE_2("ACE_DEBUG: HandleSelectionDamage Broadcast value here", _unit, _unit getVariable QGVAR(bodyPartStatus));
EXPLODE_6_PVT(_damageBodyParts,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL);
_unit setHitPointDamage ["hitHead", _headDamage min 0.95];
_unit setHitPointDamage ["hitBody", _torsoDamage min 0.95];
_unit setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95];
_unit setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95];
{
private _hitPointName = [_unit, _x, true] call FUNC(translateSelections);
_unit setHitPointDamage [_hitPointName, (_damageBodyParts select _foreachIndex) min 0.95];
}foreach GVAR(SELECTIONS);