ACE3/addons/medical/functions/fnc_handleIncapacitation.sqf
ulteq 3b82510751 Merge new wounds into existing wounds whenever possible
* Todo: separate 'amountOf' into two variables (wound count and bandage percentage)
2016-12-08 12:59:30 +01:00

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/*
* Author: Ruthberg
* Handle incapacitation due to damage and pain
*
* Arguments:
* 0: The Unit <OBJECT>
*
* ReturnValue:
* nothing
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
private _painLevel = [_unit] call FUNC(getPainLevel);
private _bodyPartDamage = _unit getVariable [QGVAR(bodyPartDamage), [0,0,0,0,0,0]];
_bodyPartDamage params ["_headDamage", "_bodyDamage", "_leftArmDamage", "_rightArmDamage", "_leftLegDamage", "_rightLegDamage"];
// Exclude non penetrating body damage
{
_x params ["", "", "_bodyPartN", "_amountOf", "", "_damage"];
if (_bodyPartN == 1 && {_damage < PENETRATION_THRESHOLD}) then {
_bodyDamage = _bodyDamage - (_amountOf * _damage);
};
} forEach (_unit getVariable [QGVAR(openWounds), []]);
private _damageThreshold = if (isPlayer _unit) then {
GVAR(playerDamageThreshold)
} else {
GVAR(AIDamageThreshold)
};
if (_headDamage > _damageThreshold / 2) then {
[QGVAR(CriticalInjury), _unit] call CBA_fnc_localEvent;
};
if (_bodyDamage > _damageThreshold) then {
[QGVAR(CriticalInjury), _unit] call CBA_fnc_localEvent;
};
if ((_painLevel >= PAIN_UNCONSCIOUS) && {random 1 < 0.1}) then {
[QGVAR(CriticalInjury), _unit] call CBA_fnc_localEvent;
};