mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge pull request #489 from acemod/medicalPerformanceImprovements
Medical performance improvements
This commit is contained in:
commit
019163c9ce
@ -102,4 +102,7 @@ GVAR(IVBags) = [];
|
||||
|
||||
call FUNC(parseConfigForInjuries);
|
||||
|
||||
GVAR(HITPOINTS) = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
|
||||
GVAR(SELECTIONS) = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
|
||||
|
||||
ADDON = true;
|
||||
|
@ -17,7 +17,7 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn", "_hitPoints", "_typeOfDamage"];
|
||||
private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn", "_typeOfDamage"];
|
||||
_unit = _this select 0;
|
||||
_selection = _this select 1;
|
||||
_damage = _this select 2;
|
||||
@ -32,8 +32,7 @@ if (typeName _projectile == "OBJECT") then {
|
||||
};
|
||||
|
||||
// If the damage is being weird, we just tell it to fuck off.
|
||||
_hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
|
||||
if !(_selection in (_hitSelections + [""])) exitWith {0};
|
||||
if !(_selection in (GVAR(SELECTIONS) + [""])) exitWith {0};
|
||||
|
||||
_damageReturn = _damage;
|
||||
if (GVAR(level) < 2) then {
|
||||
@ -46,8 +45,7 @@ if (GVAR(level) >= 2) then {
|
||||
// lets use basic for the time being..
|
||||
_damageReturn = _this call FUNC(handleDamage_basic);
|
||||
};
|
||||
|
||||
[_unit, _selection, _damage, _source, _projectile] call FUNC(handleDamage_caching);
|
||||
_newDamage = _this call FUNC(handleDamage_caching);
|
||||
|
||||
if (_damageReturn > 0.9) then {
|
||||
|
||||
@ -59,12 +57,6 @@ if (GVAR(level) >= 2) then {
|
||||
_minLethalDamage = GVAR(minLethalDamages) select _typeIndex;
|
||||
};
|
||||
|
||||
_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
|
||||
_newDamage = _damage - (damage _unit);
|
||||
if (_selection in _hitSelections) then {
|
||||
_newDamage = _damage - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selection)));
|
||||
};
|
||||
|
||||
if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)} && {_selection in ["", "head", "body"]}) then {
|
||||
if ([_unit] call FUNC(setDead)) then {
|
||||
_damageReturn = 1;
|
||||
|
@ -25,21 +25,21 @@ _selectionName = _this select 1;
|
||||
_amountOfDamage = _this select 2;
|
||||
_sourceOfDamage = _this select 3;
|
||||
_typeOfProjectile = _this select 4;
|
||||
_newDamage = _this select 5;
|
||||
|
||||
// Most likely taking exessive fire damage. Lets exit.
|
||||
if (isNull _sourceOfDamage && (_selectionName == "head" || isBurning _unit) && _typeOfProjectile == "" && vehicle _unit == _unit) exitwith {
|
||||
if (isNull _sourceOfDamage && {_typeOfProjectile == ""} && {vehicle _unit == _unit} && {(_selectionName == "head" || isBurning _unit)}) exitwith {
|
||||
0
|
||||
};
|
||||
|
||||
_typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage);
|
||||
_part = [_selectionName] call FUNC(selectionNameToNumber);
|
||||
|
||||
_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
|
||||
// Sorting out the damage
|
||||
_damageBodyParts = _unit getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
|
||||
_newDamage = _amountOfDamage - (_unit getHitPointDamage (_hitPoints select _part));
|
||||
_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
|
||||
_unit setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
|
||||
|
||||
[_unit] call FUNC(handleDamage_advancedSetDamage);
|
||||
|
||||
[_unit, _selectionName, _newDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_wounds);
|
||||
|
@ -16,9 +16,7 @@
|
||||
private ["_unit", "_bodyStatus", "_headDamage", "_torsoDamage", "_handsDamage", "_legsDamage"];
|
||||
_unit = _this select 0;
|
||||
|
||||
if (!local _unit) exitwith {
|
||||
// execute only local
|
||||
};
|
||||
if (!local _unit) exitwith {};
|
||||
|
||||
_bodyStatus = _unit getvariable [QGVAR(bodyPartStatus),[0,0,0,0,0,0]];
|
||||
// ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"]
|
||||
|
@ -42,15 +42,25 @@ if (diag_frameno > (_unit getVariable [QGVAR(frameNo), -3]) + 2) then {
|
||||
_unit setVariable [QGVAR(damages), []];
|
||||
_unit setVariable [QGVAR(structDamage), 0];
|
||||
_unit setVariable [QGVAR(preventDeath), false];
|
||||
// Assign orphan structural damage to torso
|
||||
[{
|
||||
private ["_unit", "_damagesum"];
|
||||
_unit = _this select 0;
|
||||
_damagesum = (_unit getHitPointDamage "HitHead") +
|
||||
(_unit getHitPointDamage "HitBody") +
|
||||
(_unit getHitPointDamage "HitLeftArm") +
|
||||
(_unit getHitPointDamage "HitRightArm") +
|
||||
(_unit getHitPointDamage "HitLeftLeg") +
|
||||
(_unit getHitPointDamage "HitRightLeg");
|
||||
if (_damagesum < 0.06 and damage _unit > 0.06 and alive _unit) then {
|
||||
_unit setHitPointDamage ["HitBody", damage _unit];
|
||||
};
|
||||
}, [_unit], 2, 0.1] call EFUNC(common,waitAndExecute);
|
||||
};
|
||||
|
||||
|
||||
_hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
|
||||
_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
|
||||
|
||||
_newDamage = _damage - (damage _unit);
|
||||
if (_selectionName in _hitSelections) then {
|
||||
_newDamage = _damage - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selectionName)));
|
||||
if (_selectionName in GVAR(SELECTIONS)) then {
|
||||
_newDamage = _damage - (_unit getHitPointDamage (GVAR(HITPOINTS) select (GVAR(SELECTIONS) find _selectionName)));
|
||||
};
|
||||
|
||||
_damage = _damage - _newDamage;
|
||||
@ -61,7 +71,7 @@ if (((velocity _unit) select 2 < -5) and (vehicle _unit == _unit)) then {
|
||||
_unit setVariable [QGVAR(isFalling), true];
|
||||
};
|
||||
if (_unit getVariable [QGVAR(isFalling), false] and !(_selectionName in ["", "leg_l", "leg_r"])) exitWith {
|
||||
(_unit getHitPointDamage (_hitPoints select (_hitSelections find _selectionName))) max 0.01;
|
||||
(_unit getHitPointDamage (GVAR(HITPOINTS) select (GVAR(SELECTIONS) find _selectionName))) max 0.01;
|
||||
};
|
||||
if (_unit getVariable [QGVAR(isFalling), false]) then {
|
||||
_newDamage = _newDamage * 0.7;
|
||||
@ -85,12 +95,12 @@ if (_selectionName != "" and !(_unit getVariable QGVAR(isFalling))) then {
|
||||
// Make entry unfindable
|
||||
_cache_projectiles set [_index, objNull];
|
||||
_cache_projectiles pushBack _projectile;
|
||||
_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
|
||||
_cache_hitpoints pushBack (GVAR(HITPOINTS) select (GVAR(SELECTIONS) find _selectionName));
|
||||
_cache_damages pushBack _newDamage;
|
||||
};
|
||||
} else {
|
||||
_cache_projectiles pushBack _projectile;
|
||||
_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
|
||||
_cache_hitpoints pushBack (GVAR(HITPOINTS) select (GVAR(SELECTIONS) find _selectionName));
|
||||
_cache_damages pushBack _newDamage;
|
||||
};
|
||||
_unit setVariable [QGVAR(projectiles), _cache_projectiles];
|
||||
@ -109,30 +119,12 @@ if (_selectionName == "") then {
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
// Assign orphan structural damage to torso
|
||||
[{
|
||||
private ["_unit", "_damagesum"];
|
||||
_unit = _this select 0;
|
||||
_damagesum = (_unit getHitPointDamage "HitHead") +
|
||||
(_unit getHitPointDamage "HitBody") +
|
||||
(_unit getHitPointDamage "HitLeftArm") +
|
||||
(_unit getHitPointDamage "HitRightArm") +
|
||||
(_unit getHitPointDamage "HitLeftLeg") +
|
||||
(_unit getHitPointDamage "HitRightLeg");
|
||||
if (_damagesum < 0.06 and damage _unit > 0.06 and alive _unit) then {
|
||||
_unit setHitPointDamage ["HitBody", damage _unit];
|
||||
};
|
||||
}, [_unit], 2, 0.1] call EFUNC(common,waitAndExecute);
|
||||
|
||||
|
||||
if (_selectionName == "") then {
|
||||
_damage = _damage + (_unit getVariable QGVAR(structDamage));
|
||||
} else {
|
||||
_damage = _damage + _newDamage;
|
||||
};
|
||||
|
||||
|
||||
// Leg Damage
|
||||
_legdamage = (_unit getHitPointDamage "HitLeftLeg") + (_unit getHitPointDamage "HitRightLeg");
|
||||
if (_selectionName == "leg_l") then {
|
||||
@ -143,9 +135,9 @@ if (_selectionName == "leg_r") then {
|
||||
};
|
||||
|
||||
if (_legdamage >= LEGDAMAGETRESHOLD1) then {
|
||||
if (_unit getHitPointDamage "HitLegs" != 1) then {_unit setHitPointDamage ["HitLegs", 1]};
|
||||
_unit setHitPointDamage ["HitLegs", 1];
|
||||
} else {
|
||||
if (_unit getHitPointDamage "HitLegs" != 0) then {_unit setHitPointDamage ["HitLegs", 0]};
|
||||
_unit setHitPointDamage ["HitLegs", 0];
|
||||
};
|
||||
// @todo: force prone for completely fucked up legs.
|
||||
|
||||
@ -160,9 +152,9 @@ if (_selectionName == "hand_r") then {
|
||||
};
|
||||
|
||||
if (_armdamage >= ARMDAMAGETRESHOLD1) then {
|
||||
if (_unit getHitPointDamage "HitHands" != 1) then {_unit setHitPointDamage ["HitHands", 1]};
|
||||
_unit setHitPointDamage ["HitHands", 1];
|
||||
} else {
|
||||
if (_unit getHitPointDamage "HitHands" != 0) then {_unit setHitPointDamage ["HitHands", 0]};
|
||||
_unit setHitPointDamage ["HitHands", 0];
|
||||
};
|
||||
// @todo: Drop weapon for full damage.
|
||||
|
||||
@ -174,7 +166,6 @@ if (_selectionName == "") then {
|
||||
_unit setVariable [QGVAR(pain), _pain min 1, true];
|
||||
};
|
||||
|
||||
|
||||
// Unconsciousness
|
||||
if (_selectionName == "" and
|
||||
_damage >= UNCONSCIOUSNESSTRESHOLD and
|
||||
|
@ -25,8 +25,8 @@ _damage = _this select 2;
|
||||
_source = _this select 3;
|
||||
_projectile = _this select 4;
|
||||
|
||||
_hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
|
||||
_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
|
||||
_hitSelections = GVAR(SELECTIONS);
|
||||
_hitPoints = GVAR(HITPOINTS);
|
||||
|
||||
// Calculate change in damage.
|
||||
_newDamage = _damage - (damage _unit);
|
||||
@ -34,18 +34,10 @@ if (_selectionName in _hitSelections) then {
|
||||
_newDamage = _damage - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selectionName)));
|
||||
};
|
||||
|
||||
|
||||
// we want to move damage to another selection; have to do it ourselves.
|
||||
// this is only the case for limbs, so this will not impact the killed EH.
|
||||
if (_selectionName != (_this select 1)) then {
|
||||
_unit setHitPointDamage [_hitPoints select (_hitSelections find _selectionName), _damage + _newDamage];
|
||||
_newDamage = 0;
|
||||
};
|
||||
// ??????
|
||||
_damage = _damage + _newDamage;
|
||||
//_damage = _damage + _newDamage;
|
||||
|
||||
// Check for vehicle crash
|
||||
if (vehicle _unit != _unit && !(vehicle _unit isKindOf "StaticWeapon") && {isNull _source} && {_projectile == ""} && {_selectionName == ""}) then {
|
||||
if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _source} && {_projectile == ""} && {_selectionName == ""}) then {
|
||||
if (missionNamespace getvariable [QGVAR(allowVehicleCrashDamage), true]) then {
|
||||
_selectionName = _hitSelections select (floor(random(count _hitSelections)));
|
||||
_projectile = "vehiclecrash";
|
||||
@ -54,10 +46,11 @@ if (vehicle _unit != _unit && !(vehicle _unit isKindOf "StaticWeapon") && {isNul
|
||||
|
||||
// From AGM medical:
|
||||
// Exclude falling damage to everything other than legs; reduce structural damage.
|
||||
if (((velocity _unit) select 2 < -5) && (vehicle _unit == _unit)) then {
|
||||
if (((velocity _unit) select 2 < -5) && {(vehicle _unit == _unit)}) then {
|
||||
_unit setVariable [QGVAR(isFalling), True];
|
||||
};
|
||||
if (_unit getVariable [QGVAR(isFalling), false] && !(_selectionName in ["", "leg_l", "leg_r"])) exitWith {};
|
||||
|
||||
if (_unit getVariable [QGVAR(isFalling), false] && {!(_selectionName in ["", "leg_l", "leg_r"])}) exitWith {};
|
||||
if (_unit getVariable [QGVAR(isFalling), false]) then {
|
||||
_newDamage = _newDamage * 0.7;
|
||||
};
|
||||
@ -69,21 +62,16 @@ if (diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2) t
|
||||
|
||||
// handle the cached damages 3 frames later
|
||||
[{
|
||||
private ["_args","_unit","_frameNo"];
|
||||
private ["_args", "_params"];
|
||||
_args = _this select 0;
|
||||
_unit = _args select 0;
|
||||
_frameNo = _args select 1;
|
||||
|
||||
if (diag_frameno > _frameNo + 2) then {
|
||||
_cache_projectiles = _unit getVariable [QGVAR(cachedProjectiles), []];
|
||||
_cache_hitpoints = _unit getVariable [QGVAR(cachedHitPoints), []];
|
||||
_cache_damages = _unit getVariable [QGVAR(cachedDamages), []];
|
||||
_cache_params = _unit getVariable [QGVAR(cachedHandleDamageParams), []];
|
||||
if (diag_frameno > (_args select 1) + 2) then {
|
||||
_cache_params = (_args select 0) getVariable [QGVAR(cachedHandleDamageParams), []];
|
||||
_cache_damages = (_args select 0) getVariable QGVAR(cachedDamages);
|
||||
{
|
||||
if (typeName _x == typeName "") then {
|
||||
(_cache_params select _foreachIndex) call FUNC(handleDamage_advanced);
|
||||
};
|
||||
}foreach _cache_projectiles;
|
||||
_params = _x + [_cache_damages select _foreachIndex];
|
||||
_params call FUNC(handleDamage_advanced);
|
||||
}foreach _cache_params;
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
}, 0, [_unit, diag_frameno] ] call CBA_fnc_addPerFrameHandler;
|
||||
@ -94,52 +82,54 @@ if (diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2) t
|
||||
_unit setVariable [QGVAR(cachedHandleDamageParams), []];
|
||||
};
|
||||
|
||||
// Make sure there's only one damaged selection per projectile per frame.
|
||||
_cache_projectiles = _unit getVariable QGVAR(cachedProjectiles);
|
||||
_cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints);
|
||||
_cache_damages = _unit getVariable QGVAR(cachedDamages);
|
||||
_cache_params = _unit getVariable QGVAR(cachedHandleDamageParams);
|
||||
|
||||
// Caching of the damage events
|
||||
if (_selectionName != "") then {
|
||||
|
||||
_cache_projectiles = _unit getVariable QGVAR(cachedProjectiles);
|
||||
private ["_index","_otherDamage"];
|
||||
_index = _cache_projectiles find _projectile;
|
||||
// Check if the current projectile has already been handled once
|
||||
if (_projectile in _cache_projectiles) then {
|
||||
private ["_index","_otherDamage"];
|
||||
// if it has been handled, find the index in the cache
|
||||
_index = _cache_projectiles find _projectile;
|
||||
|
||||
if (_index >= 0) exitwith {
|
||||
_cache_damages = _unit getVariable QGVAR(cachedDamages);
|
||||
// Find the previous damage this projectile has done
|
||||
_otherDamage = (_cache_damages select _index);
|
||||
|
||||
// Take the highest damage of the two
|
||||
if (_otherDamage > _newDamage) then {
|
||||
_newDamage = 0;
|
||||
} else {
|
||||
if (_newDamage > _otherDamage) then {
|
||||
_cache_params = _unit getVariable QGVAR(cachedHandleDamageParams);
|
||||
_cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints);
|
||||
|
||||
private ["_hitPoint", "_restore"];
|
||||
// Restore the damage before the previous damage was processed
|
||||
_hitPoint = _cache_hitpoints select _index;
|
||||
_restore = ((_unit getHitPointDamage _hitPoint) - _otherDamage) max 0;
|
||||
_unit setHitPointDamage [_hitPoint, _restore];
|
||||
|
||||
// Make entry unfindable and add the new damage cache
|
||||
_cache_projectiles set [_index, objNull];
|
||||
_cache_projectiles pushBack _projectile;
|
||||
_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
|
||||
_cache_damages pushBack _newDamage;
|
||||
_cache_params pushBack [_unit, _selectionName, _damage, _source, _projectile];
|
||||
_cache_hitpoints set [_index, (_hitPoints select (_hitSelections find _selectionName))];
|
||||
_cache_damages set [_index, _newDamage];
|
||||
_cache_params set[_index, _this];
|
||||
|
||||
_unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles];
|
||||
_unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints];
|
||||
_unit setVariable [QGVAR(cachedDamages), _cache_damages];
|
||||
_unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params];
|
||||
};
|
||||
} else {
|
||||
// This is an unhandled projectile
|
||||
_cache_projectiles pushBack _projectile;
|
||||
_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
|
||||
_cache_damages pushBack _newDamage;
|
||||
_cache_params pushBack [_unit, _selectionName, _damage, _source, _projectile];
|
||||
};
|
||||
|
||||
_cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints);
|
||||
_cache_damages = _unit getVariable QGVAR(cachedDamages);
|
||||
_cache_params = _unit getVariable QGVAR(cachedHandleDamageParams);
|
||||
|
||||
// This is an unhandled projectile
|
||||
_cache_projectiles pushBack _projectile;
|
||||
_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
|
||||
_cache_damages pushBack _newDamage;
|
||||
_cache_params pushBack _this;
|
||||
|
||||
// Store the new cached values
|
||||
_unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles];
|
||||
_unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints];
|
||||
_unit setVariable [QGVAR(cachedDamages), _cache_damages];
|
||||
_unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params];
|
||||
};
|
||||
|
||||
// Store the new cached values
|
||||
_unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles];
|
||||
_unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints];
|
||||
_unit setVariable [QGVAR(cachedDamages), _cache_damages];
|
||||
_unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params];
|
||||
_newDamage;
|
||||
|
@ -52,10 +52,10 @@ _allPossibleInjuries = [];
|
||||
|
||||
// Check if the damage is higher as the min damage for the specific injury
|
||||
if (_damage >= _minDamage && {_damage <= _maxDamage || _maxDamage < 0}) then {
|
||||
_classType = _x select 0;
|
||||
//_classType = _x select 0;
|
||||
_selections = _x select 1;
|
||||
_bloodLoss = _x select 2;
|
||||
_pain = _x select 3;
|
||||
//_bloodLoss = _x select 2;
|
||||
//_pain = _x select 3;
|
||||
|
||||
// Check if the injury can be applied to the given selection name
|
||||
if ("All" in _selections || _selectionName in _selections) then {
|
||||
@ -73,9 +73,7 @@ _allPossibleInjuries = [];
|
||||
}foreach _allInjuriesForDamageType;
|
||||
|
||||
// No possible wounds available for this damage type or damage amount.
|
||||
if (_highestPossibleSpot < 0) exitwith {
|
||||
|
||||
};
|
||||
if (_highestPossibleSpot < 0) exitwith {};
|
||||
|
||||
// Administration for open wounds and ids
|
||||
_openWounds = _unit getvariable[QGVAR(openWounds), []];
|
||||
@ -125,7 +123,7 @@ _woundsCreated = [];
|
||||
_painToAdd = _painToAdd + (_toAddInjury select 3);
|
||||
};
|
||||
};
|
||||
}foreach (_injuryTypeInfo select 0);
|
||||
}foreach (_injuryTypeInfo select 0); // foreach damage thresholds
|
||||
|
||||
_unit setvariable [QGVAR(openWounds), _openWounds, !USE_WOUND_EVENT_SYNC];
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user