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Medical Feedback - Fix DISABLE_VANILLA_DAMAGE_EFFECTS (#6966)
* Medical Feedback - Fix DISABLE_VANILLA_DAMAGE_EFFECTS * Keep compatibilty with old ace_medical_lastDamageSource var name
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@ -34,8 +34,8 @@ if (_bodyPartIndex < 0) exitWith {ERROR_1("addDamageToUnit - bad selection %1",
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_bodyPart = ["Head", "Body", "LeftArm", "RightArm", "LeftLeg", "RightLeg"] select _bodyPartIndex;
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if (!isNull _instigator) then {
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_unit setVariable [QEGVAR(medical_engine,lastShooter), _instigator];
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_unit setVariable [QEGVAR(medical_engine,lastInstigator), _instigator];
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_unit setVariable [QEGVAR(medical,lastDamageSource), _instigator];
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_unit setVariable [QEGVAR(medical,lastInstigator), _instigator];
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};
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#ifdef DEBUG_TESTRESULTS
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@ -20,7 +20,7 @@
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_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}]
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];
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};
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}, nil, nil, true] call CBA_fnc_addClassEventHandler;
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}, nil, [IGNORE_BASE_UAVPILOTS], true] call CBA_fnc_addClassEventHandler;
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#ifdef DEBUG_MODE_FULL
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[QEGVAR(medical,woundReceived), {
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@ -30,24 +30,6 @@
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}] call CBA_fnc_addEventHandler;
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#endif
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// Kill vanilla bleeding feedback effects.
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#ifdef DISABLE_VANILLA_DAMAGE_EFFECTS
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[{
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{isNil _x} count [
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"BIS_fnc_feedback_damageCC",
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"BIS_fnc_feedback_damageRadialBlur",
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"BIS_fnc_feedback_damageBlur"
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] == 0
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}, {
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{
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ppEffectDestroy _x;
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} forEach [
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BIS_fnc_feedback_damageCC,
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BIS_fnc_feedback_damageRadialBlur,
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BIS_fnc_feedback_damageBlur
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];
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}] call CBA_fnc_waitUntilAndExecute;
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#endif
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// this handles moving units into vehicles via load functions or zeus
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// needed, because the vanilla INCAPACITATED state does not handle vehicles
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@ -45,8 +45,8 @@ if (_hitPoint in ["hithead", "hitbody", "hithands", "hitlegs"]) exitWith {_oldDa
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// This hitpoint is set to trigger last, evaluate all the stored damage values
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// to determine where wounds are applied
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if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
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_unit setVariable [QGVAR(lastShooter), _shooter];
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_unit setVariable [QGVAR(lastInstigator), _instigator];
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_unit setVariable [QEGVAR(medical,lastDamageSource), _shooter];
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_unit setVariable [QEGVAR(medical,lastInstigator), _instigator];
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private _damageStructural = _unit getVariable [HIT_STRUCTURAL, 0];
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@ -151,3 +151,6 @@
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// Cache expiry values, in seconds
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#define IN_MEDICAL_FACILITY_CACHE_EXPIRY 1
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#define CAN_TREAT_CONDITION_CACHE_EXPIRY 2
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// Ignore UAV/Drone AI Base Classes
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#define IGNORE_BASE_UAVPILOTS "B_UAV_AI", "O_UAV_AI", "UAV_AI_base_F"
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@ -70,3 +70,24 @@ GVAR(heartBeatEffectRunning) = false;
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[_status, 0] call FUNC(effectUnconscious);
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["unconscious", _status] call EFUNC(common,setDisableUserInputStatus);
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}] call CBA_fnc_addPlayerEventHandler;
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// Kill vanilla bleeding feedback effects.
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#ifdef DISABLE_VANILLA_DAMAGE_EFFECTS
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TRACE_1("disabling vanilla bleeding feedback effects",_this);
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[{
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{isNil _x} count [
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"BIS_fnc_feedback_damageCC",
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"BIS_fnc_feedback_damageRadialBlur",
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"BIS_fnc_feedback_damageBlur"
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] == 0
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}, {
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{
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ppEffectDestroy _x;
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} forEach [
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BIS_fnc_feedback_damageCC,
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BIS_fnc_feedback_damageRadialBlur,
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BIS_fnc_feedback_damageBlur
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];
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}] call CBA_fnc_waitUntilAndExecute;
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#endif
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@ -22,7 +22,7 @@ _unit setVariable [VAR_BLOOD_PRESS, [0, 0], true];
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// Kill the unit without changing visual apperance
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[_unit, 1] call EFUNC(medical_engine,setStructuralDamage);
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private _lastShooter = _unit getVariable [QEGVAR(medical_engine,lastShooter), objNull];
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private _lastInstigator = _unit getVariable [QEGVAR(medical_engine,lastInstigator), objNull];
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private _lastShooter = _unit getVariable [QEGVAR(medical,lastDamageSource), objNull];
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private _lastInstigator = _unit getVariable [QEGVAR(medical,lastInstigator), objNull];
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["ace_killed", [_unit, _reason, _lastShooter, _lastInstigator]] call CBA_fnc_globalEvent;
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