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e56cc0d74e
* 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
41 lines
1.2 KiB
Plaintext
41 lines
1.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Ruthberg
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* Handle incapacitation due to damage and pain
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*
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* ReturnValue:
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* None
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*
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* Example:
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* [player] call ace_medical_damage_fnc_handleIncapacitation
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*
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* Public: No
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*/
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params ["_unit"];
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private _painLevel = GET_PAIN_PERCEIVED(_unit);
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private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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_bodyPartDamage params ["_headDamage", "_bodyDamage", "_leftArmDamage", "_rightArmDamage", "_leftLegDamage", "_rightLegDamage"];
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// Exclude non penetrating body damage
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{
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_x params ["", "_bodyPartN", "_amountOf", "", "_damage"];
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if (_bodyPartN == 1 && {_damage < PENETRATION_THRESHOLD}) then {
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_bodyDamage = _bodyDamage - (_amountOf * _damage);
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};
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} forEach (_unit getVariable [QEGVAR(medical,openWounds), []]);
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private _damageThreshold = [
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EGVAR(medical,AIDamageThreshold),
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EGVAR(medical,playerDamageThreshold)
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] select (isPlayer _unit);
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if ((_headDamage > _damageThreshold / 2) || {_bodyDamage > _damageThreshold} || {(_painLevel >= PAIN_UNCONSCIOUS) && {random 1 < 0.1}}) then {
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[QEGVAR(medical,CriticalInjury), _unit] call CBA_fnc_localEvent;
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};
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