ACE3/addons/medical/functions/fnc_handleDamage.sqf

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/**
* fn_handleDamage.sqf
* @Descr: N/A
* @Author: Glowbal
*
* @Arguments: []
* @Return:
* @PublicAPI: false
*/
#include "script_component.hpp"
private ["_unit","_selectionName","_amountOfDamage","_sourceOfDamage", "_typeOfProjectile","_bodyPartn","_newDamage","_typeOfDamage","_caliber", "_hitPointName", "_returnDamage", "_varCheck"];
_unit = _this select 0;
_selectionName = _this select 1;
_amountOfDamage = _this select 2;
_sourceOfDamage = _this select 3;
_typeOfProjectile = _this select 4;
_returnDamage = _amountOfDamage;
// do not function on non local units
if (!local _unit) exitwith {
nil;
};
_bodyPartn = [_selectionName] call FUNC(getBodyPartNumber);
// Check for vehicle crash
if (vehicle _unit != _unit && {_bodyPartn < 0} && {isNull _sourceOfDamage} && {_typeOfProjectile == ""} && {_selectionName == ""}) then {
if (GVAR(setting_allowVehicleCrashInjuries)) then {
_bodyPartn = if (random(1)>=0.5) then { 0 } else { 1 };
_typeOfProjectile = "VehicleCrash";
};
};
// If it is not a valid bodyPart number, exit because we cannot do anything with it.
if (_bodyPartn < 0) exitwith {0};
// Most likely taking exessive fire damage. Lets exit.
if (isNull _sourceOfDamage && (_selectionName == "head" || isBurning _unit) && _typeOfProjectile == "" && vehicle _unit == _unit) exitwith {
0
}; // Prefent excessive fire damage
// Ensure damage is being handled correctly.
_newDamage = [_unit, _amountOfDamage, _bodyPartn] call FUNC(getNewDamageBodyPart);
[_unit] call FUNC(setDamageBodyPart);
if ([_unit] call FUNC(hasMedicalEnabled)) then {
_returnDamage = 0;
if (_amountOfDamage < 0) then {
_amountOfDamage = 0;
};
// figure out the type of damage so we can use that to determine what injures should be given.
_typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage);
[_unit, _newDamage, _typeOfDamage, _bodyPartn] call FUNC(onInjury_assignOpenWounds);
if ((missionNamespace getvariable[QGVAR(setting_AdvancedLevel), 0]) > 0) then {
if (GVAR(setting_allowAirwayInjuries)) then {
[_unit, _amountOfDamage, _typeOfDamage, _bodyPartn] call FUNC(onInjury_assignAirwayStatus);
};
};
[_unit, _newDamage, _bodyPartn] call FUNC(increasePain);
if (([_unit, _bodyPartn] call FUNC(determineIfFatal)) || !(alive (vehicle _unit))) then {
[_unit] call FUNC(setDead);
_returnDamage = 1;
} else {
[_unit] call FUNC(addToInjuredCollection);
if ([_unit, _bodyPartn] call FUNC(determineIfUnconscious)) then {
[_unit] call FUNC(setUnconsciousState);
} else {
[_unit,_newDamage] call FUNC(handleReactionHit);
};
};
if (!(alive (vehicle _unit))) then {
_returnDamage = 1;
[_unit] call FUNC(setDead);
};
["Medical_onHandleDamage", _this] call ace_common_fnc_localEvent;
} else {
if (_returnDamage > 0.957) then {
_returnDamage = 0.957;
};
if (([_unit, _bodyPartn] call FUNC(determineIfFatal)) || !(alive (vehicle _unit))) then {
[_unit] call FUNC(setDead);
_returnDamage = 1;
};
};
_returnDamage;