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75 lines
2.1 KiB
Plaintext
75 lines
2.1 KiB
Plaintext
/*
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* Author: Glowbal
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* Handling of the fracture injuries upon the handleDamage eventhandler.
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Hit Selection <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Shooter or source of the damage <OBJECT>
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* 4: Type of the damage done <STRING>
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*
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* Return Value:
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* None <NIL>
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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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private ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfDamage", "_bodyPartn", "_fractures", "_fractureType"];
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_unit = _this select 0;
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_selectionName = _this select 1;
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_amountOfDamage = _this select 2;
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_sourceOfDamage = _this select 3;
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_typeOfDamage = _this select 4;
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_bodyPartn = [_selectionName] call FUNC(selectionNameToNumber);
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_fractureType = 1;
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if (_amountOfDamage > 0.05) then {
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// TODO specify fractures based off typeOfInjury details better.
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switch (_typeOfDamage) do {
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case "Bullet": {
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_fractureType = round(random(2));
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};
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case "Grenade": {
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_fractureType = round(random(2));
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if (_fractureType < 1) then {
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_fractureType = 1;
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};
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};
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case "Explosive": {
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_fractureType = round(random(2));
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if (_fractureType < 1) then {
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_fractureType = 1;
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};
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};
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case "Shell": {
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_fractureType = round(random(2));
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if (_fractureType < 1) then {
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_fractureType = 1;
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};
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};
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case "Unknown": {
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_fractureType = round(random(1));
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};
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case "VehicleCrash": {
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_fractureType = round(random(0));
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};
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default {
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_fractureType = round(random(1));
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};
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};
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private ["_fractures", "_fractureID", "_amountOf"];
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_fractures = _unit getvariable[QGVAR(fractures), []];
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_fractureID = 1;
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_amountOf = count _fractures;
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if (_amountOf > 0) then {
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_fractureID = (_fractures select (_amountOf - 1) select 0) + 1;
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};
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_fractures pushback [_fractureID, _fractureType, _bodyPartn, 1 /* percentage treated */];
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_unit setvariable [QGVAR(fractures), _fractures, true];
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};
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