ACE3/addons/medical_damage/functions/fnc_handleIncapacitation.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: Ruthberg
* Handle incapacitation due to damage and pain
*
* Arguments:
* 0: The Unit <OBJECT>
*
* ReturnValue:
* None
*
* Example:
* [player] call ace_medical_damage_fnc_handleIncapacitation
*
* Public: No
*/
params ["_unit"];
private _painLevel = GET_PAIN_PERCEIVED(_unit);
private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
_bodyPartDamage params ["_headDamage", "_bodyDamage", "_leftArmDamage", "_rightArmDamage", "_leftLegDamage", "_rightLegDamage"];
// Exclude non penetrating body damage
{
_x params ["", "_amountOf", "", "_damage"];
if (_damage < PENETRATION_THRESHOLD) then {
_bodyDamage = _bodyDamage - (_amountOf * _damage);
};
} forEach (GET_OPEN_WOUNDS(_unit) getOrDefault ["body", []]);
private _damageThreshold = GET_DAMAGE_THRESHOLD(_unit);
if ((_headDamage > _damageThreshold / 2) || {_bodyDamage > _damageThreshold} || {(_painLevel >= PAIN_UNCONSCIOUS) && {random 1 < EGVAR(medical,painUnconsciousChance)}}) then {
[QEGVAR(medical,CriticalInjury), _unit] call CBA_fnc_localEvent;
};