ACE3/addons/medical/functions/fnc_handleDamage.sqf
2015-01-20 18:57:33 +01:00

115 lines
4.2 KiB
Plaintext

/**
* fn_handleDamage.sqf
* @Descr: N/A
* @Author: Glowbal
*
* @Arguments: []
* @Return:
* @PublicAPI: false
*/
#include "script_component.hpp"
#define ARMOURCOEF 2
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;
// From AGM
// This seems to only show up in MP too, but since it doesn't
// collide with anything, I'll check it in SP as well.
if (_selectionName == "r_femur_hit") then {
_selectionName = "leg_r";
};
_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
if (local _unit && {([_unit] call FUNC(hasMedicalEnabled))}) then {
_returnDamage = 0;
if (_amountOfDamage < 0) then {
_amountOfDamage = 0;
};
// Ensure damage is being handled correctly.
[_unit, _bodyPartn, _amountOfDamage] call FUNC(setDamageBodyPart);
_newDamage = [_unit, _amountOfDamage, _bodyPartn] call FUNC(getNewDamageBodyPart);
// From AGM medical:
// Exclude falling damage to everything other than legs; reduce structural damage.
if (((velocity _unit) select 2 < -5) && (vehicle _unit == _unit)) then {
_unit setVariable [QGVAR(isFalling), True];
};
if (_unit getVariable [QGVAR(isFalling), false] && !(_selectionName in ["", "leg_l", "leg_r"])) exitWith {};
if (_unit getVariable [QGVAR(isFalling), false]) then {
_newDamage = _newDamage * 0.7;
};
// Increase damage for kinetic penetrators for people inside vehicles
// to simulate hot spikey things flying around (generally unpleasant).
if ((["ACE_Armour"] call EFUNC(common,isModLoaded_f)) && _projectile != "" && vehicle _unit != _unit) then {
_hit = getNumber (configFile >> "CfgAmmo" >> _projectile >> "hit");
if (_hit >= 100) then {
_hit = linearConversion [100, 1000, _hit, 0, ARMOURCOEF, True];
_newDamage = _newDamage * (1 + _hit);
};
};
// TODO collect everything for 3 frames, then execute the handling for the damage.
// 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 {
//[_unit,_newDamage,_typeOfDamage,_bodyPartn] call FUNC(onInjury_assignFractures);
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 EFUNC(common,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 {
// handle damage thresholds
};
_returnDamage