ACE3/addons/field_rations/functions/fnc_handleEffects.sqf
jonpas 6ca9d59443
Merge ACEX (#8415)
* Merge ACEX - first attempt
Backwards compatibility with XGVAR set of macros used on all settings and config entries
Public API functions not taken into account yet, many other things probably still missed

* Resolve issues

* Switch to addSetting, backward compatible CfgPatches, missed XGVAR.

* Remove unnecessary backwards compat

* Convert ACEX Categorised settings to initSettings / Fix Intel items magazine

* Apply suggestions from code review

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

* Remove maintainers from merged ACEX components

* Cleanup unused module and faction classes

* Sitting - Add more object configs by @Dystopian
https://github.com/acemod/ACEX/pull/255

* Translations - Add Japanese by @classicarma
https://github.com/acemod/ACEX/pull/259

* Kill Tracker - Add killtracker.inc public include file by @Freddo3000"
https://github.com/acemod/ACEX/pull/251

* Add ACEX authors and sort authors file

* acex - final tweaks (#8513)

* acex - handle old funcs

* replace thirst/hunger setvars to acex naming

fix macro

Revert "fix macro"

This reverts commit d807e5e804c43916eaa42d34a89af94c6d9a48ad.

Revert "replace thirst/hunger setvars to acex naming"

This reverts commit bafc607884932d6e339daedc7c22e25dddbdd868.

x

Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 10:46:43 -05:00

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#include "script_component.hpp"
/*
* Author: mharis001, Glowbal, PabstMirror
* Handles the effects/consequences of high thirst/hunger.
*
* Arguments:
* 0: Player <OBJECT>
* 1: Thirst <NUMBER>
* 2: Hunger <NUMBER>
*
* Return Value:
* None
*
* Example:
* [_player, _thirst, _hunger] call ace_field_rations_fnc_handleEffects
*
* Public: No
*/
params ["_player", "_thirst", "_hunger"];
// Kill unit with max thirst or hunger
if ((_thirst > 99.9 || {_hunger > 99.9}) && {random 1 < 0.5}) exitWith {
if (["ace_medical"] call EFUNC(common,isModLoaded)) then {
[_player, "Hunger/Thirst empty"] call EFUNC(medical_status,setDead);
} else {
_player setDamage 1;
};
};
// Exit if unit is not awake, below are animation based consequences
if !(_player call EFUNC(common,isAwake)) exitWith {};
// Set unit unconscious (chance based on how high thirst/hunger are)
if ((_thirst > 85 || {_hunger > 85}) && {random 1 < linearConversion [85, 100, _thirst max _hunger, 0.05, 0.1, true]}) exitWith {
if (["ace_medical"] call EFUNC(common,isModLoaded)) then {
[_player, true, 5, true] call EFUNC(medical,setUnconscious);
};
};
// Make unit fall if moving fast
if ((_thirst > 93 || {_hunger > 93}) && {speed _player > 1} && {vehicle _player == _player}) exitWith {
[_player, "down"] call EFUNC(common,doGesture);
};