ACE3/addons/repair/functions/fnc_getPostRepairDamage.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: commy2
* Returns the damage threshold based on settings and unit type.
*
* Arguments:
* 0: Unit that does the repairing <OBJECT>
* 1: Override for full repair <BOOL> (default: false)
*
* Return Value:
* 0: Repair Damage Threshold <NUMBER>
*
* Example:
* [unit] call ace_repair_fnc_getPostRepairDamage
*
* Public: No
*/
params ["_unit", ["_override", false]];
TRACE_2("params",_unit,_override);
//If in facility, near vehicle, or doing full repair then complete repair of hitpoint:
if ((_override || {[_unit] call FUNC(isInRepairFacility)} || {[_unit] call FUNC(isNearRepairVehicle)})) exitWith {0};
private _class = _unit getVariable ["ACE_IsEngineer", getNumber (configOf _unit >> "engineer")];
//If advanced or more qualified than min, then use engineer threshold:
if ((_class isEqualTo 2) || {[_unit, GVAR(engineerSetting_Repair) + 1] call FUNC(isEngineer)}) exitWith {
(GVAR(repairDamageThreshold_Engineer) min GVAR(repairDamageThreshold))
};
//Return default threshold:
GVAR(repairDamageThreshold)