ACE3/addons/medical_blood/functions/fnc_onBleeding.sqf
BrettMayson f83a2df4b5
Medical Blood - Add source of blooddrop to events (#9102)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-02-01 05:03:44 -06:00

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#include "script_component.hpp"
/*
* Author: Glowbal
* Handles periodically creating blood for a bleeding unit.
* Called from the medical_blood state machine.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player] call ace_medical_blood_fnc_onBleeding
*
* Public: No
*/
params ["_unit"];
// Nothing to do if unit is not bleeding
if !(_unit call FUNC(isBleeding)) exitWith {};
// Don't bleed on the ground if in a vehicle
if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")}) exitWith {};
if (CBA_missionTime > (_unit getVariable [QGVAR(nextTime), -10])) then {
private _bloodLoss = (if (GVAR(useAceMedical)) then {GET_BLOOD_LOSS(_unit) * 2.5} else {getDammage _unit * 2}) min 6;
_unit setVariable [QGVAR(nextTime), CBA_missionTime + 8 + random 2 - _bloodLoss];
TRACE_2("Creating blood drop for bleeding unit",_unit,_bloodLoss);
private _position = getPosASL _unit;
_position = _position vectorAdd [random 0.4 - 0.2, random 0.4 - 0.2, 0];
_position set [2, 0];
private _bloodDrop = ["blooddrop_1", "blooddrop_2", "blooddrop_3", "blooddrop_4"] select floor (_bloodLoss min 3);
[_bloodDrop, _position, _unit] call FUNC(createBlood);
};