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7f04d00b7f
* 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
40 lines
1.1 KiB
Plaintext
40 lines
1.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal
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* handle bleeding state (state machine)
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*
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* Arguments:
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* 0: unit <TYPE>
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*
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* Return Value:
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* is Bleeding <BOOL>
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*
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* Example:
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* [UNIT] call ace_medical_blood_fnc_onBleeding
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*
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* Public: No
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*/
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params ["_unit"];
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if (!([_unit] call FUNC(isBleeding))) exitWith {};
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if (((vehicle _unit) != _unit) && {!((vehicle _unit) isKindOf "StaticWeapon")}) exitWith {}; // Don't bleed on ground if mounted
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private _lastTime = _unit getVariable [QGVAR(lastTime), -10];
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private _bloodLoss = (if (GVAR(useAceMedical)) then {([_unit] call EFUNC(medical,getBloodLoss)) * 2.5} else {getDammage _unit * 2}) min 6;
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if ((CBA_missionTime - _lastTime) + _bloodLoss >= 8 + random 2) then {
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_unit setVariable [QGVAR(lastTime), CBA_missionTime];
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private _position = getPosASL _unit;
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_position = _position vectorAdd [
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random 0.4 - 0.2,
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random 0.4 - 0.2,
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0
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];
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_position set [2, 0];
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private _bloodDrop = ["blooddrop_1", "blooddrop_2", "blooddrop_3", "blooddrop_4"] select floor (_bloodLoss min 3);
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[_bloodDrop, _position, getDir _unit] call FUNC(createBlood);
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};
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