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56 lines
1.6 KiB
Plaintext
56 lines
1.6 KiB
Plaintext
/*
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* Author: KoffeinFlummi
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*
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* Checks the unit for leg and arm damage, and removes orphan structural damage.
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*
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* Arguments:
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+ 0: Unit
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* 1: Leg Damage
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* 2: Arm Damage
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* 3: Remove orphan damage? (Bool; optional, default No)
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*
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* Return Value:
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* None
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*/
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#define LEGDAMAGETRESHOLD1 1
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#define LEGDAMAGETRESHOLD2 1.7
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#define ARMDAMAGETRESHOLD1 1
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#define ARMDAMAGETRESHOLD2 1.7
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private ["_unit", "_legdamage", "_armdamage", "_damagesum"];
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_unit = _this select 0;
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_legdamage = _this select 1;
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_armdamage = _this select 2;
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// Leg Damage
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// lightly wounded, only limit walking speed (forceWalk is for suckers)
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if (_legdamage >= LEGDAMAGETRESHOLD1) then {
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if (_unit getHitPointDamage "HitLegs" != 1) then {_unit setHitPointDamage ["HitLegs", 1]};
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} else {
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if (_unit getHitPointDamage "HitLegs" != 0) then {_unit setHitPointDamage ["HitLegs", 0]};
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};
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// @ŧodo: force prone for completely fucked up legs.
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// Arm Damage
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// fx only
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if (_armdamage >= ARMDAMAGETRESHOLD1) then {
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if (_unit getHitPointDamage "HitHands" != 1) then {_unit setHitPointDamage ["HitHands", 1]};
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} else {
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if (_unit getHitPointDamage "HitHands" != 0) then {_unit setHitPointDamage ["HitHands", 0]};
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};
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// remove leftover structural damage if unit is already fully healed
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if (count _this > 3 and _this select 3) then {
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_damagesum = (_unit getHitPointDamage "HitHead") +
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(_unit getHitPointDamage "HitBody") +
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(_unit getHitPointDamage "HitLeftArm") +
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(_unit getHitPointDamage "HitRightArm") +
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(_unit getHitPointDamage "HitLeftLeg") +
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(_unit getHitPointDamage "HitRightLeg");
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if (_damagesum <= 0.06) then {
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_unit setDamage 0;
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};
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};
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