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Co-authored-by: PabstMirror <pabstmirror@gmail.com>
40 lines
1.2 KiB
Plaintext
40 lines
1.2 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Glowbal, commy2
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* Handles the wounds received event by triggering any needed blood creation.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Damage done to each body part <ARRAY>
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* 2: Shooter <OBJECT>
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* 3: Ammo classname or damage type <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, "Body", 0.5, badGuy] call ace_medical_blood_fnc_handleWoundReceived
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*
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* Public: No
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*/
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params ["_unit", "_allDamages", "_shooter", "_damageType"];
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(_allDamages select 0) params ["_damage"];
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// Don't bleed if damage type does not cause bleeding
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if (_damageType in GVAR(noBloodDamageTypes)) exitWith {};
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// Don't bleed when players only and a non-player unit is wounded
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if (GVAR(enabledFor) == BLOOD_ONLY_PLAYERS && {!isPlayer _unit && {_unit != ACE_player}}) exitWith {};
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// Don't bleed on the ground if in a vehicle
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if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")}) exitWith {};
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private _bulletDir = if (isNull _shooter) then {
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random 360 // Cannot calculate the direction properly, pick a random direction
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} else {
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_shooter getDir _unit // Calculate the bullet direction
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};
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[QGVAR(spurt), [_unit, _bulletDir, _damage min 1]] call CBA_fnc_serverEvent;
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