ACE3/addons/common/functions/fnc_fixFloating.sqf

45 lines
1.2 KiB
Plaintext
Raw Normal View History

/*
* Author: commy2
* Attempt to fix floating physx with disabled damage after setPosXXX commands.
2016-01-13 00:18:12 +00:00
* Handles the "fixFloating" event
*
* Arguments:
2015-09-20 14:56:35 +00:00
* PhysX object <OBJECT>
*
* Return Value:
2015-09-20 14:56:35 +00:00
* None
*
2015-09-20 14:56:35 +00:00
* Public: No
*/
#include "script_component.hpp"
params ["_object"];
// setHitPointDamage requires local object
if (!local _object) exitWith {};
2016-01-13 00:18:12 +00:00
//Ignore mans
if (_object isKindOf "CAManBase") exitWith {};
//We need to manually set allowDamage to true for setHitIndex to function
["blockDamage", [_object, 0]] call FUNC(localEvent);
// save and restore hitpoints, see below why
private _hitPointDamages = getAllHitPointsDamage _object;
// get correct format for objects without hitpoints
if (_hitPointDamages isEqualTo []) then {
2015-12-21 16:05:48 +00:00
_hitPointDamages = [[],[],[]];
};
// this prevents physx objects from floating when near other physx objects with allowDamage false
_object setDamage damage _object;
{
_object setHitIndex [_forEachIndex, _x];
} forEach (_hitPointDamages select 2);
2016-01-13 00:18:12 +00:00
//manually re-enable allowDamage to previous setting (ref statusEffect_funcs)
private _effectVarName = format [QGVAR(effect_%1), "blockDamage"];
private _effectNumber = _object getVariable [_effectVarName, 0];
["blockDamage", [_object, _effectNumber]] call FUNC(localEvent);