ACE3/addons/medical_blood/functions/fnc_handleWoundReceived.sqf

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#include "script_component.hpp"
/*
* Author: Glowbal, commy2
* Handles the wounds received event by triggering any needed blood creation.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Damage done to each body part <ARRAY>
* 2: Shooter <OBJECT>
* 3: Ammo classname or damage type <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "Body", 0.5, badGuy] call ace_medical_blood_fnc_handleWoundReceived
*
* Public: No
*/
params ["_unit", "_allDamages", "_shooter", "_damageType"];
(_allDamages select 0) params ["_damage"];
// Don't bleed if damage type does not cause bleeding
if (_damageType in GVAR(noBloodDamageTypes)) exitWith {};
// Don't bleed when players only and a non-player unit is wounded
if (GVAR(enabledFor) == BLOOD_ONLY_PLAYERS && {!isPlayer _unit && {_unit != ACE_player}}) exitWith {};
// Don't bleed on the ground if in a vehicle
if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")}) exitWith {};
private _bulletDir = if (isNull _shooter) then {
random 360 // Cannot calculate the direction properly, pick a random direction
} else {
_shooter getDir _unit // Calculate the bullet direction
};
[QGVAR(spurt), [_unit, _bulletDir, _damage min 1]] call CBA_fnc_serverEvent;