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ffaa195fe5
* Fixed headers to work with silentspike python script * Fixed rest of the files * Fixed ace-team
75 lines
2.8 KiB
Plaintext
75 lines
2.8 KiB
Plaintext
/*
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* Author: Glowbal
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* Advanced HandleDamage EH function.
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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 Hit Selection <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Shooter <OBJECT>
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* 4: Projectile <STRING>
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* 5: Hit part index of the hit point <NUMBER>
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* 6: Shooter? <OBJECT>
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* 7: Current damage to be returned <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [bob, "leg", 2, kevin, "bullet", 2, kevin, 2] call ACE_medical_fnc_handleDamage_advanced
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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", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfProjectile", "_hitPointNumber", "", "_newDamage"];
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// For burning damage we will get a ton of very small hits of damage; they are too small to create any wounds
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// Save them up in a variable and run when it is over a noticable amount
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if ((_typeOfProjectile == "") && {_newDamage < 0.15} && {
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_newDamage = _newDamage + (_unit getVariable [QGVAR(trivialDamage), 0]);
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if (_newDamage > 0.15) then {
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// if the new sum is large enough, reset variable and continue with it added in
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_unit setVariable [QGVAR(trivialDamage), 0];
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false
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} else {
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// otherwise just save the new sum into the variable and exit
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_unit setVariable [QGVAR(trivialDamage), _newDamage];
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true // exit
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};
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}) exitWith {};
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private _part = [_selectionName] call FUNC(selectionNameToNumber);
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if (_part < 0) exitWith {};
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private _hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
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// Sorting out the damage
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private _damageBodyParts = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
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_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
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_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
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private _typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage);
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[_unit, _selectionName, _newDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_assignWounds);
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// TODO Disabled until implemented fully
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//if (GVAR(enableAirway)) then {
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// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
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//};
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//if (GVAR(enableFractures)) then {
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// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
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//};
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//if (GVAR(enableInternalBleeding)) then {
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// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
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//};
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if (alive _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
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// If it reaches this, we can assume that the hit did not kill this unit, as this function is called 3 frames after the damage has been passed.
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if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
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[_unit] call FUNC(setUnconscious);
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};
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};
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