ACE3/addons/medical_damage/functions/fnc_handleIncapacitation.sqf
PabstMirror e56cc0d74e
Limping / Splint Treatment (#6947)
* Improve adjustment calcs / wound blood loss / medications

fix func descriptions

Calc wound blood loss on events

reorder includes so scritpmacroMed has global effect

trivial optimization for getCardiacOutput

Fix var

Fix wounds not reopening (nil _category)

Fix surgical kit inherting canBandage conditional

debug hitpoints

Update ACE_Medical_Treatment_Actions.hpp

Use woundBleeding for IS_BLEEDING macro

rework medication vars

comments

Reset var in init / fullHeal

Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* Change wound data array

Drop unique id and merge classId and category

* Splinting and treatment and gui

* Add arm fractures and aim effects

* localizations and event

* fix

* cleanup

* Apply suggestions from code review

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* formating, rename bone images

* Apply suggestions from code review

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* disable calls to extension

* Update fnc_onMedicationUsage.sqf

* Medical - Skip unneeded setVars on initUnit (#6949)

*  Medical - Transfer state machine state on locality (#6950)

* Medical - Transfer state machine state on locality

* Fix feedback isUnconscious var

* Exclude AI

* Make UAV excludes consistant, formating

* Update fnc_treatmentFullHealLocal.sqf

* reset fractures on respawn
2019-05-11 23:13:59 -05:00

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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 ["", "_bodyPartN", "_amountOf", "", "_damage"];
if (_bodyPartN == 1 && {_damage < PENETRATION_THRESHOLD}) then {
_bodyDamage = _bodyDamage - (_amountOf * _damage);
};
} forEach (_unit getVariable [QEGVAR(medical,openWounds), []]);
private _damageThreshold = [
EGVAR(medical,AIDamageThreshold),
EGVAR(medical,playerDamageThreshold)
] select (isPlayer _unit);
if ((_headDamage > _damageThreshold / 2) || {_bodyDamage > _damageThreshold} || {(_painLevel >= PAIN_UNCONSCIOUS) && {random 1 < 0.1}}) then {
[QEGVAR(medical,CriticalInjury), _unit] call CBA_fnc_localEvent;
};