mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
64 lines
2.6 KiB
Plaintext
64 lines
2.6 KiB
Plaintext
/*
|
|
* Author: Glowbal
|
|
* Handle fall damage to unit
|
|
*
|
|
* Arguments:
|
|
* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
|
|
* 1: new damage <NUMBER>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
#include "script_component.hpp"
|
|
|
|
params ["_unit", "_newDamage"];
|
|
|
|
private _part = ["leg_l"] call FUNC(selectionNameToNumber);
|
|
private _part2 = ["leg_r"] call FUNC(selectionNameToNumber);
|
|
|
|
// Store the new damage values in our damageBodyParts store
|
|
private _damageBodyParts = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
|
|
_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
|
|
_damageBodyParts set [_part2, (_damageBodyParts select _part2) + _newDamage];
|
|
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts];
|
|
|
|
// our unconscious calculation for selection damages
|
|
if (alive _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
|
|
// If it reaches this, we can assume that the hit did not kill this unit, as this function is called some time after the damage has been passed.
|
|
if ([_unit, _part, _newDamage * 1.3] call FUNC(determineIfFatal)) then {
|
|
[_unit, true, 0.5+random(10)] call FUNC(setUnconscious);
|
|
} else {
|
|
if ([_unit, _part2, _newDamage * 1.3] call FUNC(determineIfFatal)) then {
|
|
[_unit, true, 0.5+random(10)] call FUNC(setUnconscious);
|
|
};
|
|
};
|
|
};
|
|
|
|
if (GVAR(level) > 1) then { // advanced medical is enabled
|
|
[_unit, "leg_l", _newDamage, "", "falling"] call FUNC(handleDamage_assignWounds); // cover both left and right legs
|
|
[_unit, "leg_r", _newDamage, "", "falling"] call FUNC(handleDamage_assignWounds);
|
|
} else {
|
|
// New pain values
|
|
_pain = _unit getVariable [QGVAR(pain), 0];
|
|
_pain = _pain + (_newDamage / 4) * (1 - (_unit getVariable [QGVAR(morphine), 0]));
|
|
_unit setVariable [QGVAR(pain), _pain min 1, true];
|
|
};
|
|
|
|
// Store the hitpoint values so blood ends up on the unit textures
|
|
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
|
|
TRACE_2("ACE_DEBUG: HandleSelectionDamage Broadcast value here", _unit, _unit getVariable QGVAR(bodyPartStatus));
|
|
|
|
EXPLODE_6_PVT(_damageBodyParts,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL);
|
|
_unit setHitPointDamage ["hitHead", _headDamage min 0.95];
|
|
_unit setHitPointDamage ["hitBody", _torsoDamage min 0.95];
|
|
_unit setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95];
|
|
_unit setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95];
|
|
|
|
{
|
|
private _hitPointName = [_unit, _x, true] call FUNC(translateSelections);
|
|
_unit setHitPointDamage [_hitPointName, (_damageBodyParts select _foreachIndex) min 0.95];
|
|
}foreach GVAR(SELECTIONS);
|