/*********************************************************** ASSIGN DAMAGE TO A UNIT. Called by "HandleDamage" vehicle Event Handler - Function fnc_Obj_FenceHandleDam - [unit] call fnc_Obj_FenceHandleDam; - return : 0 no damage ************************************************************/ private["_obj","_total","_damage"]; //Object the EH is assigned too _obj = _this select 0; //Total damage of the object _total = (damage _obj); //Modify damage done based on level of fence _damage = switch (1==1) do { case ((typeof _obj) in ["WoodenFence_3","WoodenFence_4","WoodenFence_5","WoodenFence_6","WoodenFence_7","WoodenGate_2","WoodenGate_3","WoodenGate_4"]): { 0.5 }; //case ((typeof _obj) in ["WoodenFence_6","WoodenFence_7","WoodenGate_4"]): { 0.35 }; default { 1 }; }; //Is the object local if (local _obj) then { //is damage being done aboue 0 (should always be) not needed. if (_damage > 0) then { //Server running or client if (!isServer) then { //If its a client send to server get the ownering player and send damage to that player PVDZ_veh_Save = [_obj,"objWallDamage",(_total + _damage)]; publicVariableServer "PVDZ_veh_Save"; } else { //Server running the EH, update object to db [_obj,"objWallDamage",(_total + _damage)] call server_updateObject; }; }; } else { //send to server then back to owning client/server PVDZ_send = [_obj,"objWallDamage",_this]; publicVariableServer "PVDZ_send"; }; //Logging. diag_log format["INFO - %1(%3) - %2(%4)",_obj,_damage,(typeof _obj),_total]; // all "HandleDamage event" functions should return the effective damage that the engine will record for that part 0