ACE3/addons/medical/functions/fnc_setHitPointDamage.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: KoffeinFlummi
* My very own setHitPointDamage since BIS' one is buggy when affecting a remote unit.
* It also doesn't change the overall damage. This does.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: HitPoint <STRING>
* 2: Damage <NUMBER>
* 3: Disable overall damage adjustment <BOOL> (default: false)
*
* Return Value:
* None
*
* Example:
* [medic, "Leg", 2, false] call ace_medical_fnc_setHitPointDamage
*
* Public: Yes
*/
#define LEGDAMAGETRESHOLD1 1
#define LEGDAMAGETRESHOLD2 1.7
#define ARMDAMAGETRESHOLD1 1
#define ARMDAMAGETRESHOLD2 1.7
params ["_unit", "_selection", "_damage", ["_disabled", false]];
// Unit isn't local, give function to machine where it is.
if !(local _unit) exitWith {
[QGVAR(setHitPointDamage), _this, _unit] call CBA_fnc_targetEvent;
};
// Check if overall damage adjustment is disabled
if (_disabled) exitWith {
_unit setHitPointDamage [_selection, _damage];
};
private _selections = [
"HitHead",
"HitBody",
"HitLeftArm",
"HitRightArm",
"HitLeftLeg",
"HitRightLeg"
];
if !(_selection in _selections) exitWith {
_unit setHitPointDamage [_selection, _damage];
};
private _damages = _selections apply {_unit getHitPointDamage _x};
private _damageOld = damage _unit;
private _damageSumOld = 0;
{
_damageSumOld = _damageSumOld + _x;
} forEach _damages;
_damageSumOld = _damageSumOld max 0.001;
_damages set [_selections find _selection, _damage];
private _damageSumNew = 0;
{
_damageSumNew = _damageSumNew + _x;
} forEach _damages;
private _damageNew = _damageSumNew / 6;
if (_damageOld > 0) then {
_damageNew = _damageOld * (_damageSumNew / _damageSumOld);
};
// prevent death
if (_damageNew >= 0.9) then {
_unit setDamage 0.9;
[_unit] call FUNC(setDead);
} else {
_unit setDamage _damageNew;
};
{
private _damageFinal = (_damages select _forEachIndex);
_unit setHitPointDamage [_x, _damageFinal];
} forEach _selections;
// Leg Damage
private _legdamage = (_unit getHitPointDamage "HitLeftLeg") + (_unit getHitPointDamage "HitRightLeg");
if (_legdamage >= LEGDAMAGETRESHOLD1) then {
if (_unit getHitPointDamage "HitLegs" != 1) then {_unit setHitPointDamage ["HitLegs", 1]};
} else {
if (_unit getHitPointDamage "HitLegs" != 0) then {_unit setHitPointDamage ["HitLegs", 0]};
};
// @todo: force prone for completely fucked up legs.
// Arm Damage
private _armdamage = (_unit getHitPointDamage "HitLeftArm") + (_unit getHitPointDamage "HitRightArm");
if (_armdamage >= ARMDAMAGETRESHOLD1) then {
if (_unit getHitPointDamage "HitHands" != 1) then {_unit setHitPointDamage ["HitHands", 1]};
} else {
if (_unit getHitPointDamage "HitHands" != 0) then {_unit setHitPointDamage ["HitHands", 0]};
};
// @todo: Drop weapon for full damage.