ACE3/addons/medical/functions/fnc_handleDamage.sqf

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/*
* Author: KoffeinFlummi, Glowbal, commy2
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* Main HandleDamage EH function.
*
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* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter <OBJECT>
* 4: Projectile <OBJECT/STRING>
* 5: HitPointIndex (-1 for structural) <NUMBER>
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*
* Return Value:
* Damage To Be Inflicted <NUMBER>
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_hitPointIndex"];
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TRACE_5("ACE_DEBUG: HandleDamage Called",_unit, _selection, _damage, _shooter, _projectile);
// bug, apparently can fire for remote units in special cases
if !(local _unit) exitWith {
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TRACE_2("ACE_DEBUG: HandleDamage on remote unit!",_unit, isServer);
nil
};
private ["_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_typeIndex", "_preventDeath"];
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// bug, assumed fixed, @todo excessive testing, if nothing happens remove
if (_projectile isEqualType objNull) then {
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_projectile = typeOf _projectile;
_this set [4, _projectile];
};
TRACE_3("ACE_DEBUG: HandleDamage",_selection,_damage,_unit);
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// If damage is in dummy hitpoints, "hands" and "legs", don't change anything
if (_selection == "hands") exitWith {_unit getHit "hands"};
if (_selection == "legs") exitWith {_unit getHit "legs"};
if (_selection == "arms") exitWith {_unit getHit "arms"};
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// Deal with the new hitpoint and selection names introduced with Arma v1.50 and later.
// This will convert new selection names into selection names that the medical system understands
// TODO This should be cleaned up when we revisit the medical system at a later stage
// and instead we should deal with the new hitpoints directly
_selection = [_unit, _selection, _hitPointIndex] call FUNC(translateSelections);
_this set [1, _selection]; // ensure that the parameters are set correctly
// If the damage is being weird, we just tell it to fuck off. Ignore: "hands", "legs", "arms"
if (_selection != "" && {!(_selection in GVAR(SELECTIONS))}) exitWith {0};
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// Exit if we disable damage temporarily
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if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {
TRACE_3("ACE_DEBUG: HandleDamage damage disabled.",_selection,damage _unit,_unit);
if (_selection == "") then {
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damage _unit
} else {
_unit getHit _selection
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};
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};
// Get return damage
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_damageReturn = _damage;
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_newDamage = _this call FUNC(handleDamage_caching);
// handleDamage_caching may have modified the projectile string
_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage);
TRACE_3("ACE_DEBUG: HandleDamage caching new damage",_selection,_newDamage,_unit);
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_typeIndex = (GVAR(allAvailableDamageTypes) find _typeOfDamage);
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_minLethalDamage = if (_typeIndex >= 0) then {
GVAR(minLethalDamages) select _typeIndex
} else {
0.01
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};
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if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _shooter} && {_projectile == ""} && {_selection == ""}) then {
if (GVAR(enableVehicleCrashes)) then {
_selection = GVAR(SELECTIONS) select (floor(random(count GVAR(SELECTIONS))));
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};
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};
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if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)}) then {
if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)])) exitwith {
_damageReturn = 0.9;
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};
if ([_unit, false, true] call FUNC(setDead)) then {
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_damageReturn = 1;
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} else {
_damageReturn = _damageReturn min 0.89;
};
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} else {
_damageReturn = _damageReturn min 0.89;
};
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[_unit] call FUNC(addToInjuredCollection);
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if (_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) exitWith {
if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
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[_unit] call EFUNC(common,unloadPerson);
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};
private "_delayedUnconsicous";
_delayedUnconsicous = false;
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if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
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[_unit] call EFUNC(common,unloadPerson);
_delayedUnconsicous = true;
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};
if (_damageReturn >= 0.9 && {_selection in ["", "head", "body"]}) exitWith {
if (_unit getVariable ["ACE_isUnconscious", false]) exitwith {
[_unit, false, true] call FUNC(setDead);
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0.89;
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};
if (_delayedUnconsicous) then {
[{
[_this select 0, true] call FUNC(setUnconscious);
}, [_unit], 0.7, 0] call EFUNC(common,waitAndExecute);
} else {
[{
[_this select 0, true] call FUNC(setUnconscious);
}, [_unit]] call EFUNC(common,execNextFrame);
};
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0.89;
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};
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_damageReturn min 0.89;
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};
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if (((_unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)]) > 0) && {_damageReturn >= 0.9} && {_selection in ["", "head", "body"]}) exitWith {
if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
[_unit] call EFUNC(common,unloadPerson);
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};
[_unit, false, true] call FUNC(setDead);
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0.89;
};
TRACE_3("ACE_DEBUG: HandleDamage damage return",_selection,_damageReturn,_unit);
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_damageReturn