2016-07-30 12:00:42 +00:00
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/*
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* Author: commy2
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* Main HandleDamage EH function for soldiers.
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*
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* Arguments:
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* Handle damage EH
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*
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* Return Value:
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* Damage to be inflicted <NUMBER>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_selection", "_damage", "_shooter", "_ammo", "_hitPointIndex"];
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//diag_log _this;
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// HD sometimes triggers for remote units - ignore.
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if (!local _unit) exitWith {nil};
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// Get missing meta info
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private ["_hitPoint", "_oldDamage"];
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if (_hitPointIndex < 0) then {
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_hitPoint = "#structural";
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_oldDamage = damage _unit;
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} else {
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_hitPoint = toLower (getAllHitPointsDamage _unit select 0 select _hitPointIndex);
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_oldDamage = _unit getHitIndex _hitPointIndex;
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};
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private _newDamage = _damage - _oldDamage;
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2016-09-26 16:30:39 +00:00
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_unit setVariable [format [QGVAR($%1), _hitPoint], _newDamage];
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2016-07-30 12:00:42 +00:00
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// Never kill the unit by the critical hit points of the engine.
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2016-09-26 16:30:39 +00:00
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// Because Arma now uses TOH 'depends' system, every hitpoint can cause this
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_damage = _damage min 0.99;
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2016-07-30 12:00:42 +00:00
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// These control blood material visuals.
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// If damage is in dummy hitpoints, "hands" and "legs", don't change anything
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2016-09-26 16:30:39 +00:00
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if (_hitPoint in ["hithead", "hitbody", "hithands", "hitlegs"]) exitWith {
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2016-09-26 17:07:14 +00:00
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TRACE_2("hd exited (hardcoded)",_hitPoint,_oldDamage); // @todo, this no longer works, as 'depends' hitpoints are calculated after each hd call
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2016-09-26 16:30:39 +00:00
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_oldDamage
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};
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2016-07-30 12:00:42 +00:00
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// Add injury
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if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
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2016-09-26 16:30:39 +00:00
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private _damageStructural = _unit getVariable [QGVAR($#structural), 0];
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2016-07-30 12:00:42 +00:00
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// --- Head
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2016-09-26 16:30:39 +00:00
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private _damageFace = _unit getVariable [QGVAR($HitFace), 0];
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private _damageNeck = _unit getVariable [QGVAR($HitNeck), 0];
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private _damageHead = (_unit getVariable [QGVAR($HitHead), 0]) max _damageFace max _damageNeck;
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2016-07-30 12:00:42 +00:00
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// --- Body
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2016-09-26 16:30:39 +00:00
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private _damagePelvis = _unit getVariable [QGVAR($HitPelvis), 0];
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private _damageAbdomen = _unit getVariable [QGVAR($HitAbdomen), 0];
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private _damageDiaphragm = _unit getVariable [QGVAR($HitDiaphragm), 0];
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private _damageChest = _unit getVariable [QGVAR($HitChest), 0];
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private _damageBody = (_unit getVariable [QGVAR($HitBody), 0]) max _damagePelvis max _damageAbdomen max _damageDiaphragm max _damageChest;
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2016-07-30 12:00:42 +00:00
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// --- Arms and Legs
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2016-09-26 16:30:39 +00:00
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private _damageLeftArm = _unit getVariable [QGVAR($HitLeftArm), 0];
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private _damageRightArm = _unit getVariable [QGVAR($HitRightArm), 0];
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private _damageLeftLeg = _unit getVariable [QGVAR($HitLeftLeg), 0];
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private _damageRightLeg = _unit getVariable [QGVAR($HitRightLeg), 0];
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2016-07-30 12:00:42 +00:00
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// Find hit point that received the maxium damage.
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2016-09-26 16:30:39 +00:00
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// second param is a priority. should multiple hitpoints receive the same
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// amount of damage (e.g. max which is 4), we don't want them to be sorted
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// alphabetically (which would mean that RightLeg is always chosen)
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2016-07-30 12:00:42 +00:00
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private _allDamages = [
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2016-09-26 16:30:39 +00:00
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[_damageHead, PRIORITY_HEAD, "Head"],
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[_damageBody, PRIORITY_BODY, "Body"],
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[_damageLeftArm, PRIORITY_LEFT_ARM, "LeftArm"],
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[_damageRightArm, PRIORITY_RIGHT_ARM, "RightArm"],
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[_damageLeftLeg, PRIORITY_LEFT_LEG, "LeftLeg"],
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[_damageRightLeg, PRIORITY_RIGHT_LEG, "RightLeg"]
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2016-07-30 12:00:42 +00:00
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];
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2016-09-26 16:30:39 +00:00
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TRACE_2("incoming",_allDamages,_damageStructural);
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2016-07-30 12:00:42 +00:00
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_allDamages sort false;
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2016-09-26 16:30:39 +00:00
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(_allDamages select 0) params ["_receivedDamage", "", "_woundedHitPoint"];
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if (_receivedDamage == 0) then {
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_receivedDamage = _damageStructural;
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_woundedHitPoint = "Body";
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};
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TRACE_2("received",_receivedDamage,_woundedHitPoint);
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2016-07-30 12:00:42 +00:00
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// Check for falling damage.
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if (_ammo isEqualTo "") then {
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if (velocity _unit select 2 < -2) then {
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_woundedHitPoint = selectRandom ["LeftLeg", "RightLeg"];
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_ammo = "#falling";
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} else {
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// Assume collision damage.
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// @todo, find a method for detecting burning damage.
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_woundedHitPoint = "Body";
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_ammo = "#collision";
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};
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};
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// Don't trigger for minor damage.
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if (_receivedDamage > 1E-3) then {
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[QGVAR(woundReceived), [_unit, _woundedHitPoint, _receivedDamage, _shooter, _ammo]] call CBA_fnc_localEvent;
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};
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0
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};
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// Check for drowning damage.
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// Don't change the third expression. Safe method for FLOATs.
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if (_hitPoint isEqualTo "#structural" && {getOxygenRemaining _unit <= 0.5} && {_damage isEqualTo (_oldDamage + 0.005)}) then {
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[QGVAR(woundReceived), [_unit, "Body", _newDamage, _unit, "#drowning"]] call CBA_fnc_localEvent;
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};
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2016-09-26 16:30:39 +00:00
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TRACE_2("hd exited",_hitPoint,_damage);
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2016-07-30 12:00:42 +00:00
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_damage
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