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