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120 lines
3.5 KiB
Plaintext
120 lines
3.5 KiB
Plaintext
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/*
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* Author: KoffeinFlummi
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*
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* Handles all incoming damage for vehicles.
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*
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* Arguments:
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* HandleDamage EH
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*
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* Return Value:
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* Damage to be inflicted.
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*/
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_vehicle = _this select 0;
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_selectionName = _this select 1;
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_damage = _this select 2;
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_source = _this select 3;
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_projectile = _this select 4;
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if (typeName _projectile == "OBJECT") then {
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_projectile = typeOf _projectile;
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};
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// It's already dead, who cares?
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if (damage _vehicle >= 1) exitWith {};
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// Find out what hitpoint the selection belongs to.
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_hitpoint = [_vehicle, _selectionName] call AGM_Armour_fnc_getHitPointBySelection;
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// Determine type of vehicle and whether the selection is critical.
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_type = "";
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_critical = True;
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if (_vehicle isKindOf "Car_F") then {
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if (_vehicle isKindOf "Wheeled_APC_F") then {
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_type = "tank";
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} else {
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_type = "car";
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};
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_critical = _hitpoint in ["HitHull", "HitFuel", ""];
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};
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if (_vehicle isKindOf "Tank_F") then {
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_type = "tank";
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_critical = _hitpoint in ["HitHull", ""];
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};
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if (_vehicle isKindOf "Helicopter") then {
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_type = "heli";
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_critical = _hitpoint in ["HitHull", ""];
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};
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if (_vehicle isKindOf "Plane") then {
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_type = "plane";
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_critical = _hitpoint in ["HitHull", ""];
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};
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if (_vehicle isKindOf "Ship_F") then {
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_type = "ship";
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_critical = _hitpoint in ["HitHull", ""];
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};
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if (_vehicle isKindOf "StaticWeapon") then {
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_type = "static";
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_critical = _hitpoint in ["HitHull", ""];
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};
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// Are we doing anything with this type of vehicle?
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if !(_type in ["tank", "car"]) exitWith {};
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// Change in damage
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_newDamage = _damage - (_vehicle getHit _selectionName);
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// Prevent total destruction of car unless round used is explosive
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if (_type == "car") exitWith {
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if (!_critical or (getNumber (configFile >> "CfgAmmo" >> _projectile >> "explosive") > 0.5)) then {
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if (!(_vehicle getVariable ["AGM_Armour_isEngineSmoking", False]) and _hitpoint == "HitEngine" and _damage > 0.9) then {
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_vehicle setVariable ["AGM_Armour_isEngineSmoking", True, True];
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_pos = [
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0,
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(((boundingBoxReal _vehicle) select 1) select 1) - 4,
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(((boundingBoxReal _vehicle) select 0) select 2) + 2
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];
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_smoke = "#particlesource" createVehicle [0,0,0];
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_smoke setParticleClass "ObjectDestructionSmoke1_2Smallx";
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_smoke attachTo [_vehicle, _pos];
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[_vehicle, _smoke] spawn {
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_vehicle = _this select 0;
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_smoke = _this select 1;
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_time = time;
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waitUntil {sleep 5; isNull _vehicle or !(alive _vehicle) or ((_vehicle getHitPointDamage "HitEngine") < 0.9) or (_time + 240 < time)};
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deleteVehicle _smoke;
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};
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};
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_damage
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} else {
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_damage min 0.89
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};
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};
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// Prevent total destruction of tank unless ammo storage is hit
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if (_type == "tank") exitWith {
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// Determine ammo storage location
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_target = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "AGM_Armour_AmmoLocation");
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// Ammo was hit, high chance for cook-off
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if (_hitpoint == _target and _damage > 0.5 and random 1 > 0.3) then {
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[_vehicle] call AGM_Armour_fnc_cookOff;
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};
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// Ammo wasn't hit, slim chance for cook-off (only for high-damage weapons)
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if (_hitpoint != target and _hitpoint in ["HitBody", "HitTurret", ""] and _newDamage > (0.6 + random 0.3)) then {
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[_vehicle] call AGM_Armour_fnc_cookOff;
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};
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// Prevent destruction, let cook-off handle it if necessary
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if (_critical) then {
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_damage min 0.89
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} else {
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_damage
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};
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};
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// this shouldn't happen, but who knows
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_damage
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