ACE3/addons/medical_engine/XEH_preInit.sqf

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#include "script_component.hpp"
ADDON = false;
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PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
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PREP_RECOMPILE_END;
#include "initSettings.sqf"
// Define "Constants" variables (both are macros defined in script_macros_medical.hpp, look there for actual variable names)
if (isNil QUOTE(HEAD_DAMAGE_THRESHOLD)) then {HEAD_DAMAGE_THRESHOLD = HEAD_DAMAGE_THRESHOLD_DEFAULT};
if (isNil QUOTE(ORGAN_DAMAGE_THRESHOLD)) then {ORGAN_DAMAGE_THRESHOLD = ORGAN_DAMAGE_THRESHOLD_DEFAULT};
if (isNil QUOTE(HEART_HIT_CHANCE)) then {HEART_HIT_CHANCE = HEART_HIT_CHANCE_DEFAULT};
if (isNil QUOTE(PENETRATION_THRESHOLD)) then {PENETRATION_THRESHOLD = PENETRATION_THRESHOLD_DEFAULT};
if (isNil QUOTE(BLOOD_LOSS_KNOCK_OUT_THRESHOLD)) then {BLOOD_LOSS_KNOCK_OUT_THRESHOLD = BLOOD_LOSS_KNOCK_OUT_THRESHOLD_DEFAULT};
if (isNil QUOTE(PAIN_UNCONSCIOUS)) then {PAIN_UNCONSCIOUS = PAIN_UNCONSCIOUS_DEFAULT};
if (isNil QUOTE(PAIN_FADE_TIME)) then {PAIN_FADE_TIME = PAIN_FADE_TIME_DEFAULT};
if (isNil QUOTE(LIMPING_DAMAGE_THRESHOLD)) then {LIMPING_DAMAGE_THRESHOLD = LIMPING_DAMAGE_THRESHOLD_DEFAULT};
if (isNil QUOTE(FRACTURE_DAMAGE_THRESHOLD)) then {FRACTURE_DAMAGE_THRESHOLD = FRACTURE_DAMAGE_THRESHOLD_DEFAULT};
// Derive the alternate fatal damage coefficents
if (isNil QUOTE(FATAL_SUM_DAMAGE_WEIBULL_K) || isNil QUOTE(FATAL_SUM_DAMAGE_WEIBULL_L)) then {
private _x1 = 0.5;
private _y1 = 0.1;
private _x2 = 0.8;
private _y2 = 0.9;
private _b1 = -ln (1-_y1);
private _b2 = -ln (1-_y2);
FATAL_SUM_DAMAGE_WEIBULL_K = ln(_b1/_b2) / ln(_x1/_x2);
FATAL_SUM_DAMAGE_WEIBULL_L = _x1 / _b1^(1/FATAL_SUM_DAMAGE_WEIBULL_K);
};
// Cache for armor values of equipped items (vests etc)
GVAR(armorCache) = false call CBA_fnc_createNamespace;
// Hack for #3168 (units in static weapons do not take any damage):
// Doing a manual pre-load with a small distance seems to fix the LOD problems
// with handle damage not returning full results.
GVAR(fixedStatics) = [];
GVAR(animations) = [] call CBA_fnc_createNamespace;
GVAR(animations) setVariable [QUNCON_ANIM(faceUp), [QUNCON_ANIM(2),QUNCON_ANIM(2_1),QUNCON_ANIM(7_1),QUNCON_ANIM(8_1),QUNCON_ANIM(5_1),QUNCON_ANIM(6_1)]];
GVAR(animations) setVariable [QUNCON_ANIM(faceDown), [QUNCON_ANIM(1),QUNCON_ANIM(3),QUNCON_ANIM(4),"unconscious",QUNCON_ANIM(9),QUNCON_ANIM(3_1),QUNCON_ANIM(4_1)]];
GVAR(animations) setVariable [QUNCON_ANIM(faceLeft), [QUNCON_ANIM(7),QUNCON_ANIM(8),QUNCON_ANIM(1_1),QUNCON_ANIM(7_1),QUNCON_ANIM(8_1)]];
GVAR(animations) setVariable [QUNCON_ANIM(faceRight), [QUNCON_ANIM(5),QUNCON_ANIM(6),QUNCON_ANIM(10),QUNCON_ANIM(5_1),QUNCON_ANIM(6_1)]];
private _fnc_fixStatic = {
params ["_vehicle"];
private _type = typeOf _vehicle;
if !(_type in GVAR(fixedStatics)) then {
GVAR(fixedStatics) pushBack _type;
PRELOAD_CLASS(_type);
};
};
["StaticWeapon", "init", _fnc_fixStatic] call CBA_fnc_addClassEventHandler;
["Car", "init", _fnc_fixStatic] call CBA_fnc_addClassEventHandler;
addMissionEventHandler ["Loaded", {
{
PRELOAD_CLASS(_x);
} forEach GVAR(fixedStatics);
}];
["ace_unconscious", {
params ["_unit", "_active"];
if (_active) then {
// Use object reference to indicate the waitUnit is already running (this prevents issues with respawning units keeping SetVars)
if ((_unit getVariable [QGVAR(waitForAnim), objNull]) == _unit) exitWith {};
_unit setVariable [QGVAR(waitForAnim), _unit];
[{(animationState _this) find QUNCON_ANIM(face) != -1}, {
[_this, animationState _this] call FUNC(applyAnimAfterRagdoll);
}, _unit, 20] call CBA_fnc_waitUntilAndExecute;
} else {
_unit setVariable [QGVAR(waitForAnim), nil];
if (local _unit) then {
[_unit, _active] call FUNC(setUnconsciousAnim);
};
};
}] call CBA_fnc_addEventhandler;
[] call FUNC(disableThirdParty);
ADDON = true;