/*********************************************************** 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; if !((_this select 4) in ["PipeBomb","explosive_bolt","Hatchet_Swing_Ammo","Crowbar_Swing_Ammo","Machete_Swing_Ammo"]) exitwith { false }; _damage = switch (1==1) do { case ((_this select 4) in ["PipeBomb"]): { 0.5 }; //High explosive case ((_this select 4) in ["explosive_bolt"]): { 0.25 }; //Medium explosive, maybe grenades and other such items. case ((_this select 4) in ["Hatchet_Swing_Ammo","Crowbar_Swing_Ammo","Machete_Swing_Ammo"]): { 0.00001 }; //Melee damage default { 0 }; }; //Server running or client if (isServer) then { if !(_obj in needUpdate_FenceObjects) then { needUpdate_FenceObjects set [count needUpdate_FenceObjects, _obj]; }; //TotalDamage Set by the server _obj setDamage (damage _obj) + _damage; //diag_log format["Server Reporting - %1",needUpdate_FenceObjects]; } else { //If its a client send to server for saving and damage setting. PVDZ_fence_Update = [_obj,(damage _obj) + _damage]; publicVariableServer "PVDZ_fence_Update"; //diag_log ("Client Reporting"); }; //} else { // //We really coulde just send to server and have the server setDamage // //send to server then back to owning client/server // PVDZ_send = [_obj,"objWallDamage",_this]; // publicVariableServer "PVDZ_send"; //}; diag_log format["Object: %1, Damage:%2(%4), Projectile:%3",typeof (_this select 0),((damage _obj) + _damage),(_this select 4),(damage _obj)]; // all "HandleDamage event" functions should return the effective damage that the engine will record for that part false