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