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39 lines
1.1 KiB
Plaintext
39 lines
1.1 KiB
Plaintext
/*
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* Author: Ruthberg
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* Handle incapacitation due to damage and pain
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*
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* ReturnValue:
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* nothing
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit"];
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private _painLevel = GET_PAIN_PERCEIVED(_unit);
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private _bodyPartDamage = _unit getVariable [QGVAR(bodyPartDamage), [0,0,0,0,0,0]];
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_bodyPartDamage params ["_headDamage", "_bodyDamage", "_leftArmDamage", "_rightArmDamage", "_leftLegDamage", "_rightLegDamage"];
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// Exclude non penetrating body damage
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{
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_x params ["", "", "_bodyPartN", "_amountOf", "", "_damage"];
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if (_bodyPartN == 1 && {_damage < PENETRATION_THRESHOLD}) then {
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_bodyDamage = _bodyDamage - (_amountOf * _damage);
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};
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} forEach (_unit getVariable [QGVAR(openWounds), []]);
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private _damageThreshold = if (isPlayer _unit) then {
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GVAR(playerDamageThreshold)
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} else {
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GVAR(AIDamageThreshold)
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};
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if ((_headDamage > _damageThreshold / 2) || {_bodyDamage > _damageThreshold} || {(_painLevel >= PAIN_UNCONSCIOUS) && {random 1 < 0.1}}) then {
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[QEGVAR(medical,CriticalInjury), _unit] call CBA_fnc_localEvent;
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};
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