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68 lines
2.5 KiB
Plaintext
68 lines
2.5 KiB
Plaintext
/*
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* Author: Glowbal
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* Advanced HandleDamage EH function.
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Hit Selection <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Shooter <OBJECT>
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* 4: Projectile <STRING>
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* 5: Current damage to be returned <NUMBER>
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* 6: Type of Damage <STRING>
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*
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* Return Value:
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* Damage To Be Inflicted <NUMBER>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_unit","_selectionName","_amountOfDamage","_sourceOfDamage","_typeOfProjectile","_typeOfDamage", "_part", "_damageBodyParts", "_newDamage", "_hitPoints"];
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_unit = _this select 0;
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_selectionName = _this select 1;
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_amountOfDamage = _this select 2;
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_sourceOfDamage = _this select 3;
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_typeOfProjectile = _this select 4;
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_newDamage = _this select 5;
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// Most likely taking exessive fire damage. Lets exit.
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if (isNull _sourceOfDamage && {_typeOfProjectile == ""} && {vehicle _unit == _unit} && {(_selectionName == "head" || isBurning _unit)}) exitwith {
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0
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};
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_typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage);
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_part = [_selectionName] call FUNC(selectionNameToNumber);
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if (_part < 0) exitwith {};
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_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
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// Sorting out the damage
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_damageBodyParts = _unit getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
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_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
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_unit setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
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[_unit] call FUNC(handleDamage_advancedSetDamage);
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[_unit, _selectionName, _newDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_wounds);
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// TODO Disabled until implemented fully
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//if (GVAR(enableAirway)) then {
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// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
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//};
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//if (GVAR(enableFractures)) then {
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// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
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//};
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//if (GVAR(enableInternalBleeding)) then {
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// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
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//};
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if (alive _unit && {!(_unit getvariable ["ACE_isUnconscious", false])}) then {
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// If it reaches this, we can assume that the hit did not kill this unit, as this function is called 3 frames after the damage has been passed.
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if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
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[_unit] call FUNC(setUnconscious);
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};
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};
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_amountOfDamage;
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