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Medical - Fix hanging when vehicle crew receive fatal damage (#9681)
* fix undefined var in trace * fix high damage hang * update comment * Update fnc_woundsHandlerVehiclehit.sqf
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@ -26,12 +26,21 @@ if (count _allDamages > 1) exitWith {_this};
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// damage to structural is low unless it's a very large explosion, in which case it is typically >= 1
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// damage to structural is low unless it's a very large explosion, in which case it is typically >= 1
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private _damageToApply = (abs (_allDamages select 0 select 0));
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private _damageToApply = (abs (_allDamages select 0 select 0));
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private _newDamages = [];
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private _damageMap = createHashMap;
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private _bodyPart = "";
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private _allBodyParts = ALL_BODY_PARTS; // micro-optimization here and above, don't recreate this array every time
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// hitpoints are randomized, more damage means more wounds in different body parts
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// hitpoints are randomized, more damage means more wounds in different body parts
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// use a hashmap so we only create one entry in _newDamages per body part
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for "_i" from 1 to (_damageToApply * 6) do {
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for "_i" from 1 to (_damageToApply * 6) do {
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_newDamages pushBack [_damageToApply, selectRandom ALL_BODY_PARTS, _damageToApply]
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_bodyPart = selectRandom _allBodyParts;
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_damageMap set [_bodyPart, (_damageMap getOrDefault [_bodyPart, 0]) + _damageToApply];
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};
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};
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private _newDamages = [];
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{
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_newDamages pushBack [_damageMap get _x, _x, _damageToApply];
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} forEach (keys _damageMap); // micro-optimization again, two 'get's is still faster than iterating over a hashmap
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TRACE_1("Vehicle explosion handled, passing damage", _newDamages);
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TRACE_1("Vehicle explosion handled, passing damage", _newDamages);
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[_unit, _newDamages, _typeOfDamage] //return
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[_unit, _newDamages, _typeOfDamage] //return
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@ -89,7 +89,7 @@ if (
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{GET_NUMBER(_ammoCfg >> "indirectHit", 0) > 0}
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{GET_NUMBER(_ammoCfg >> "indirectHit", 0) > 0}
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}
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}
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) exitwith {
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) exitwith {
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TRACE_6("Vehicle hit",_unit,_shooter,_instigator,_damage,_newDamage,_damages);
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TRACE_5("Vehicle hit",_unit,_shooter,_instigator,_damage,_newDamage);
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_unit setVariable [QEGVAR(medical,lastDamageSource), _shooter];
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_unit setVariable [QEGVAR(medical,lastDamageSource), _shooter];
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_unit setVariable [QEGVAR(medical,lastInstigator), _instigator];
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_unit setVariable [QEGVAR(medical,lastInstigator), _instigator];
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