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43 lines
1.2 KiB
Plaintext
43 lines
1.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Dani (TCVM)
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* Sets vehicle damage based on HitIndex. Failing that it falls back to HitPoint name.
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*
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* Arguments:
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* 0: The vehicle <OBJECT>
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* 1: Hit Index <NUMBER>
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* 2: Hit Point <STRING>
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* 3: Damage <NUMBER>
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* 4: Whether or not to cap the damage to maximum part damage <BOOL> (default: True)
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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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* [vehicle player, 234, "HitHull"] call ace_vehicle_damage_fnc_knockOut
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*
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* Public: No
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*/
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params ["_vehicle", "_hitIndex", "_hitPoint", "_damage", ["_capDamageAtCurret", true]];
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private _currentDamage = _vehicle getHitPointDamage _hitPoint;
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if (_capDamageAtCurret && { _damage < _currentDamage }) exitWith {
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TRACE_4("capping damage at current",_capDamageAtCurret,_damage,_currentDamage,_hitPoint);
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};
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TRACE_4("adding damage to vehicle",_vehicle,_hitIndex,_hitPoint,_damage);
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if (_hitPoint isEqualTo "#structural") then {
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_hitPoint = "hithull";
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_hitIndex = -1;
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};
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if (_hitIndex >= 0) then {
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_vehicle setHitIndex [_hitIndex, _damage, true];
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} else {
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_vehicle setHitPointDamage [_hitPoint, _damage, true];
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};
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if (_hitPoint isEqualTo "hitengine" && { _damage > 0.9 }) then {
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_vehicle call EFUNC(cookoff,engineFire);
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};
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