ACE3/addons/repair/functions/fnc_setDamage.sqf
GhostIsSpooky 5fbbb34d2d
Make unrelated things not explode when repairing (#8351)
_useEffects was probably inverted. Makes ERA/SLAT not explode when repairing unrelated hitpoints. See #7452.
2021-10-05 12:27:55 -05:00

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#include "script_component.hpp"
/*
* Author: commy2
* Sets the structural damage of a vehicle without altering the hitPoints, requires local vehicle.
*
* Arguments:
* 0: Local Vehicle to Damage <OBJECT>
* 1: Total Damage <NUMBER>
# 2: Use destruction effects <BOOL>
*
* Return Value:
* None
*
* Example:
* [vehicle, 0.5] call ace_repair_fnc_setDamage
*
* Public: No
*/
params ["_vehicle", "_damage", ["_useEffects", false]];
TRACE_2("params",_vehicle,_damage);
// can't execute all commands if the vehicle isn't local. exit here.
if !(local _vehicle) exitWith {};
// save array with damage values of all hitpoints
(getAllHitPointsDamage _vehicle) params [["_allHitPoints", []], ["_allHitPointsSelections", []], ["_allHitPointDamages", []]];
// set damage of the vehicle
private _damageDisabled = !isDamageAllowed _vehicle;
if (_damageDisabled) then {
_vehicle allowDamage true;
};
_vehicle setDamage [_damage, _useEffects];
// restore original hitpoint damage values
{
_vehicle setHitIndex [_forEachIndex, _x];
} forEach _allHitPointDamages;
// normalize hitpoints
[_vehicle] call FUNC(normalizeHitPoints);
if (_damageDisabled) then {
_vehicle allowDamage false;
};