ACE3/addons/medical_blood/functions/fnc_onBleeding.sqf
Dedmen Miller 7f04d00b7f Add localUnits array and use that inside medical statemachines (#4836)
* Added localUnits EH

Code by @Commy2

* Init localUnits Variable

* use localUnits for medical_blood statemachine

* use localUnits for medical_ai statemachine

* Remove bracket hell

* Add Deleted EH

* Run at preInit, move to seperate file

* Handle Respawns, Filter Dead

* Add detection for Fake deleted EH

* Use a getter function

* delete all objNull at deletedEH

* Cleanup header/comments

* Move isBleeding check to inside statemachine

* opps

* debug off
2019-02-26 23:28:16 -06:00

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#include "script_component.hpp"
/*
* Author: Glowbal
* handle bleeding state (state machine)
*
* Arguments:
* 0: unit <TYPE>
*
* Return Value:
* is Bleeding <BOOL>
*
* Example:
* [UNIT] call ace_medical_blood_fnc_onBleeding
*
* Public: No
*/
params ["_unit"];
if (!([_unit] call FUNC(isBleeding))) exitWith {};
if (((vehicle _unit) != _unit) && {!((vehicle _unit) isKindOf "StaticWeapon")}) exitWith {}; // Don't bleed on ground if mounted
private _lastTime = _unit getVariable [QGVAR(lastTime), -10];
private _bloodLoss = (if (GVAR(useAceMedical)) then {([_unit] call EFUNC(medical,getBloodLoss)) * 2.5} else {getDammage _unit * 2}) min 6;
if ((CBA_missionTime - _lastTime) + _bloodLoss >= 8 + random 2) then {
_unit setVariable [QGVAR(lastTime), CBA_missionTime];
private _position = getPosASL _unit;
_position = _position vectorAdd [
random 0.4 - 0.2,
random 0.4 - 0.2,
0
];
_position set [2, 0];
private _bloodDrop = ["blooddrop_1", "blooddrop_2", "blooddrop_3", "blooddrop_4"] select floor (_bloodLoss min 3);
[_bloodDrop, _position, getDir _unit] call FUNC(createBlood);
};