//[unit, selectionName, damage, source, projectile] //will only run when local to the created object //record any key hits to the required selection local _mutant = _this select 0; local _selection = _this select 1; local _damage = _this select 2; local _hitter = _this select 3; local _projectile = _this select 4; if (_projectile in MeleeAmmo) then { _damage = _damage * 5; }; if (local _mutant) then { if (_damage > 1 && _projectile != "") then { //diag_log format["0: %1, 1: %2, 2: %3, 3: %4, 4: %5",_mutant,_selection,_damage,_hitter,_projectile]; if (_projectile isKindOf "Bolt") then { local _damageOrg = _hitter getVariable["firedDamage",0]; //_unit getVariable["firedSelection",_selection]; if (_damageOrg < _damage) then { _hitter setVariable["firedHit",[_mutant,_selection],true]; _hitter setVariable["firedDamage",_damage,true]; }; }; }; }; // all "HandleDamage event" functions should return the effective damage that the engine will record _damage