ACE3/addons/medical/functions/fnc_handleDamage_advanced.sqf

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/*
* Author: Glowbal
* Advanced HandleDamage EH function.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter <OBJECT>
* 4: Projectile <STRING>
* 5: Current damage to be returned <NUMBER>
* 6: Type of Damage <STRING>
*
* Return Value:
* Damage To Be Inflicted <NUMBER>
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit","_selectionName","_amountOfDamage","_sourceOfDamage","_typeOfProjectile","_typeOfDamage"];
_unit = _this select 0;
_selectionName = _this select 1;
_amountOfDamage = _this select 2;
_sourceOfDamage = _this select 3;
_typeOfProjectile = _this select 4;
_returnDamage = _this select 5;
_typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage);
// TODO parse for new damage
// TODO parse for kill injuries
[_unit, _selectionName, _amountOfDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_wounds);
if (GVAR(enableAirway)) then {
[_unit,_selectionName,_amountOfDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
};
if (GVAR(enableFractures)) then {
[_unit,_selectionName,_amountOfDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
};
if (GVAR(enableInternalBleeding)) then {
[_unit,_selectionName,_amountOfDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
};
if (alive _unit && {!(_unit getvariable ["ACE_isUnconscious", false])}) then {
[_unit, _amountOfDamage] call FUNC(reactionToDamage);
};
_returnDamage;