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92 lines
3.2 KiB
Plaintext
92 lines
3.2 KiB
Plaintext
/*
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* Author: Glowbal, commy2
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* Handling of the open wounds & injuries upon the handleDamage eventhandler.
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Body Part <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Shooter or source of the damage <OBJECT>
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* 4: Type of the damage done <STRING>
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_bodyPart", "_damage", "_typeOfProjectile", "_typeOfDamage"];
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TRACE_5("start",_unit,_bodyPart,_damage,_typeOfProjectile,_typeOfDamage);
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if (_typeOfDamage isEqualTo "") then {
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_typeOfDamage = "unknown";
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};
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// Administration for open wounds and ids
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private _openWounds = _unit getVariable [QEGVAR(medical,openWounds), []];
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private _woundID = _unit getVariable [QEGVAR(medical,lastUniqueWoundID), 1];
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private _extensionOutput = "ace_medical" callExtension format ["HandleDamageWounds,%1,%2,%3,%4", _bodyPart, _damage, _typeOfDamage, _woundID];
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TRACE_1("",_extensionOutput);
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// these are default values and modified by _extensionOutput
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private _painToAdd = 0;
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private _woundsCreated = [];
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call compile _extensionOutput;
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// todo: Make the pain and bleeding calculations part of the extension again
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private _painLevel = 0;
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{
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_x params ["", "_woundClassIDToAdd", "_bodyPartNToAdd", "", "_bleeding"];
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// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
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private _nastinessLikelihood = if (_damage > 1) then {
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(_damage ^ 0.33)
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} else {
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(0.1 max _damage)
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};
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private _bloodiness = 0.01 + 0.99 * (1 - random[0, 1, 0.9]) ^ (1 / _nastinessLikelihood);
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private _painfullness = 0.05 + 0.95 * (1 - random[0, 1, 0.5]) ^ (1 / _nastinessLikelihood);
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_bleeding = _bleeding * _bloodiness;
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_x set [4, _bleeding];
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_x set [5, _damage];
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private _pain = ((GVAR(woundsData) select _woundClassIDToAdd) select 3) * _painfullness;
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_painLevel = _painLevel max _pain;
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#ifdef DEBUG_MODE_FULL
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systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, round(_damage * 100) / 100, _damage > PENETRATION_THRESHOLD, round(_bleeding * 1000) / 1000, round(_pain * 1000) / 1000];
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#endif
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if (_bodyPartNToAdd == 0 && {_damage > 1}) then {
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[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
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};
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// todo `forceWalk` based on leg damage
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private _causeLimping = (GVAR(woundsData) select _woundClassIDToAdd) select 7;
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if (_causeLimping == 1 && {_damage > 0.3} && {_bodyPartNToAdd > 3}) then {
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[_unit, true] call EFUNC(medical_engine,setLimping);
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};
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_openWounds pushBack _x;
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} forEach _woundsCreated;
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_unit setVariable [QEGVAR(medical,openWounds), _openWounds, true];
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[_unit, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals);
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// Only update if new wounds have been created
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if (count _woundsCreated > 0) then {
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_unit setVariable [QEGVAR(medical,lastUniqueWoundID), _woundID, true];
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[_unit] call EFUNC(medical,handleIncapacitation);
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};
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[_unit, _painLevel] call EFUNC(medical,adjustPainLevel);
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[_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call EFUNC(medical_engine,playInjuredSound);
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TRACE_5("exit",_unit,_painLevel,_unit getVariable QEGVAR(medical,pain),_unit getVariable QEGVAR(medical,openWounds),_woundsCreated);
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