ACE3/addons/vehicle_damage/functions/fnc_addDamage.sqf

43 lines
1.2 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: tcvm
* Sets vehicle damage based on HitIndex. Failing that it falls back to HitPoint name.
*
* Arguments:
* 0: The vehicle <OBJECT>
* 1: Hit Index <NUMBER>
* 2: Hit Point <STRING>
* 3: Damage <NUMBER>
* 4: Whether or not to cap the damage to maximum part damage <BOOL> (default: True)
*
* Return Value:
* None
*
* Example:
* [vehicle player, 234, "HitHull"] call ace_vehicle_damage_fnc_addDamage
*
* Public: No
*/
params ["_vehicle", "_hitIndex", "_hitPoint", "_damage", ["_capDamageAtCurret", true]];
private _currentDamage = _vehicle getHitPointDamage _hitPoint;
if (_capDamageAtCurret && { _damage < _currentDamage }) exitWith {
TRACE_4("capping damage at current",_capDamageAtCurret,_damage,_currentDamage,_hitPoint);
};
TRACE_4("adding damage to vehicle",_vehicle,_hitIndex,_hitPoint,_damage);
if (_hitPoint isEqualTo "#structural") then {
_hitPoint = "hithull";
_hitIndex = -1;
};
if (_hitIndex >= 0) then {
_vehicle setHitIndex [_hitIndex, _damage, true];
} else {
_vehicle setHitPointDamage [_hitPoint, _damage, true];
};
if (_hitPoint isEqualTo "hitengine" && { _damage > 0.9 }) then {
_vehicle call EFUNC(cookoff,engineFire);
};