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3c7ac5a3e4
* Fix medical blood locality / bleeding in vehicles - Fix ace_setting - Don't run on headless if enabledFor = 1 - Don't create blood for non-local units - Don't create blood when mounted (except static weapons) * Add readme
29 lines
744 B
Plaintext
29 lines
744 B
Plaintext
/*
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* Author: Glowbal
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* Handle unit hit eventhandler
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*
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* Arguments:
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* 0: unit <OBJECT>
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* 1: caused by <OBJECT>
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* 2: damage <NUMBER>
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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", "_causedBy", "_damage"];
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if (((vehicle _unit) != _unit) && {!((vehicle _unit) isKindOf "StaticWeapon")}) exitWith {}; // Don't bleed on ground if mounted
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if (isNull _causedBy) exitWith { // won't be able to calculate the direction properly, so instead we pick something at random
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[QGVAR(spurt), [_unit, random 360, _damage]] call CBA_fnc_serverEvent;
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};
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// Calculate bulletDirection
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private _bulletDir = _unit getDir _causedBy;
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[QGVAR(spurt), [_unit, _bulletDir, _damage]] call CBA_fnc_serverEvent;
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