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b2f4b8ea20
* Cleanup medical settings * Fix extra [ * Allow giving IV/blood to self by default * Medical Blood - Settings improvements and cleanup (#7069) * Add more blood settings and cleanup * Fix include before header * Update addons/medical_blood/functions/fnc_init.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * Disable debug * Cleanup moved settings * Fix remaining setting descriptions
40 lines
1.2 KiB
Plaintext
40 lines
1.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal
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* Handles periodically creating blood for a bleeding unit.
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* Called from the medical_blood state machine.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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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] call ace_medical_blood_fnc_onBleeding
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*
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* Public: No
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*/
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params ["_unit"];
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// Nothing to do if unit is not bleeding
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if !(_unit call FUNC(isBleeding)) exitWith {};
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// Don't bleed on the ground if in a vehicle
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if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")}) exitWith {};
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if (CBA_missionTime > (_unit getVariable [QGVAR(nextTime), -10])) then {
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private _bloodLoss = (if (GVAR(useAceMedical)) then {GET_BLOOD_LOSS(_unit) * 2.5} else {getDammage _unit * 2}) min 6;
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_unit setVariable [QGVAR(nextTime), CBA_missionTime + 8 + random 2 - _bloodLoss];
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TRACE_2("Creating blood drop for bleeding unit",_unit,_bloodLoss);
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private _position = getPosASL _unit;
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_position = _position vectorAdd [random 0.4 - 0.2, random 0.4 - 0.2, 0];
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_position set [2, 0];
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private _bloodDrop = ["blooddrop_1", "blooddrop_2", "blooddrop_3", "blooddrop_4"] select floor (_bloodLoss min 3);
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[_bloodDrop, _position] call FUNC(createBlood);
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};
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