ACE3/addons/medical_engine/functions/fnc_updateDamageEffects.sqf

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#include "..\script_component.hpp"
/*
* Author: commy2, PabstMirror
* Updates damage effects for limping and fractures.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player] call ace_medical_engine_fnc_updateDamageEffects
*
* Public: No
*/
params [["_unit", objNull, [objNull]]];
if (!local _unit) exitWith { ERROR_2("updateDamageEffects: Unit not local or null [%1:%2]",_unit,typeOf _unit); };
private _isLimping = false;
if (EGVAR(medical,fractures) > 0) then {
Medical Treatment - Modernize and Cleanup (#6933) * Modernize and cleanup medical_treatment * One line for each old public function * Fix litterCleanupDelay name * Improve adjustment calcs / wound blood loss / medications fix func descriptions Calc wound blood loss on events reorder includes so scritpmacroMed has global effect trivial optimization for getCardiacOutput Fix var Fix wounds not reopening (nil _category) Fix surgical kit inherting canBandage conditional debug hitpoints Update ACE_Medical_Treatment_Actions.hpp Use woundBleeding for IS_BLEEDING macro rework medication vars comments Reset var in init / fullHeal Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * Change wound data array Drop unique id and merge classId and category * Splinting and treatment and gui * Add arm fractures and aim effects * localizations and event * fix * fix merge for renamed files * Fixes and code review changes * Move medical logs clearing to treatment * More cleanup work * cleanup * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * formating, rename bone images * Fix args for setDead call in actionPlaceInBodyBag * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * disable calls to extension * Update fnc_onMedicationUsage.sqf * Medical - Skip unneeded setVars on initUnit (#6949) * Medical - Transfer state machine state on locality (#6950) * Medical - Transfer state machine state on locality * Fix feedback isUnconscious var * Exclude AI * Make UAV excludes consistant, formating * Update fnc_treatmentFullHealLocal.sqf * reset fractures on respawn * Fix merge * Add PAK time coefficient setting * Fix medication * Add ace_medical_replacementItems config array * checkItems performance improvement * Treatment - cap max animation speed (#6995) * Treatment - cap max animation speed and add lock to prevent AF from reseting anim * Update fnc_getBandageTime.sqf * Use local version of setAnimSpeedCoef * Revert "Use local version of setAnimSpeedCoef" This reverts commit 36c22a90473fd0670ab97f3a373e4ae08493ff52. * Move replacementItems compiling to preInit * Improve replacementItems compiling * Cleanup splint functions, use macros for fractures * Rename splintCondition to canSplint * Add cprCreatesPulse setting * Cleanup remaining functions * Capitalize stringtable entry names * getStitchTime function and fix treatment locations * Update addons/medical_treatment/functions/fnc_getHealTime.sqf Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
2019-06-03 15:31:46 +00:00
private _fractures = GET_FRACTURES(_unit);
TRACE_1("",_fractures);
if (((_fractures select 4) == 1) || {(_fractures select 5) == 1}) then {
TRACE_1("limping because of fracture",_fractures);
_isLimping = true;
};
private _aimFracture = 0;
if ((_fractures select 2) == 1) then { _aimFracture = _aimFracture + 4; };
if ((_fractures select 3) == 1) then { _aimFracture = _aimFracture + 4; };
if (EGVAR(medical,fractures) in [2, 3]) then { // the limp with a splint will still cause effects
// Block sprint / force walking based on fracture setting and leg splint status
private _hasLegSplint = (_fractures select 4) == -1 || {(_fractures select 5) == -1};
if (EGVAR(medical,fractures) == 2) then {
[_unit, "blockSprint", QEGVAR(medical,fracture), _hasLegSplint] call EFUNC(common,statusEffect_set);
} else {
[_unit, "forceWalk", QEGVAR(medical,fracture), _hasLegSplint] call EFUNC(common,statusEffect_set);
};
if ((_fractures select 2) == -1) then { _aimFracture = _aimFracture + 2; };
if ((_fractures select 3) == -1) then { _aimFracture = _aimFracture + 2; };
};
_unit setVariable [QGVAR(aimFracture), _aimFracture, false]; // local only var, used in ace_medical's postInit to set ACE_setCustomAimCoef
};
if (!_isLimping && {EGVAR(medical,limping) > 0}) then {
private _openWounds = GET_OPEN_WOUNDS(_unit);
// Want a copy of combined arrays to prevent wound mixing
private _legWounds = (_openWounds getOrDefault ["leftleg", []])
+ (_openWounds getOrDefault ["rightleg", []]);
if (EGVAR(medical,limping) == 2) then {
private _bandagedWounds = GET_BANDAGED_WOUNDS(_unit);
_legWounds = _legWounds
+ (_bandagedWounds getOrDefault ["leftleg", []])
+ (_bandagedWounds getOrDefault ["rightleg", []]);
};
{
_x params ["_xClassID", "_xAmountOf", "", "_xDamage"];
if (
(_xAmountOf > 0)
&& {_xDamage > LIMPING_DAMAGE_THRESHOLD}
// select _causeLimping from woundDetails
&& {(EGVAR(medical_damage,woundDetails) get (_xClassID / 10)) select 3}
) exitWith {
TRACE_1("limping because of wound",_x);
_isLimping = true;
};
} forEach _legWounds;
};
_unit setVariable [QEGVAR(medical,isLimping), _isLimping, true];
// refresh
private _isDamaged = _unit getHitPointDamage "HitLegs" >= DAMAGED_MIN_THRESHOLD && {_unit getHitPointDamage "HitLegs" != LIMPING_MIN_DAMAGE};
[_unit, "Legs", _isDamaged] call FUNC(damageBodyPart);