ACE3/addons/common/functions/fnc_fixFloating.sqf

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/*
* Author: commy2
* Attempt to fix floating physx with disabled damage after setPosXXX commands.
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* Handles the "fixFloating" event
*
* Arguments:
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* PhysX object <OBJECT>
*
* Return Value:
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* None
*
* Example:
* [object] call ace_common_fnc_fixFloating
*
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* Public: No
*/
#include "script_component.hpp"
params ["_object"];
// setHitPointDamage requires local object
if (!local _object) exitWith {};
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//Ignore mans
if (_object isKindOf "CAManBase") exitWith {};
//We need to manually set allowDamage to true for setHitIndex to function
[QGVAR(blockDamage), [_object, 0]] call CBA_fnc_localEvent;
// save and restore hitpoints, see below why
private _hitPointDamages = getAllHitPointsDamage _object;
// get correct format for objects without hitpoints
if (_hitPointDamages isEqualTo []) then {
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_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);
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//manually re-enable allowDamage to previous setting (ref statusEffect_funcs)
private _effectVarName = format [QGVAR(effect_%1), "blockDamage"];
private _effectNumber = _object getVariable [_effectVarName, 0];
[QGVAR(blockDamage), [_object, _effectNumber]] call CBA_fnc_localEvent;