Adding more debug

This commit is contained in:
ViperMaul 2015-09-04 07:46:35 -07:00
parent 813e54a668
commit 2bc20501bc
4 changed files with 18 additions and 9 deletions

View File

@ -259,6 +259,7 @@ if (USE_WOUND_EVENT_SYNC) then {
["SettingsInitialized", {
if (GVAR(level) == 2) exitwith {
TRACE_6("ACE_DEBUG: SettingsInitialized_EH_ADVANCED",(_this select 0), GVAR(level),(_this select 0) getvariable QGVAR(bloodVolume),(_this select 0) getvariable QGVAR(pain), (_this select 0) getvariable QGVAR(painSuppress), [_this select 0] call FUNC(getBloodLoss));
[
{(((_this select 0) getvariable [QGVAR(bloodVolume), 100]) < 65)},
{(((_this select 0) getvariable [QGVAR(pain), 0]) - ((_this select 0) getvariable [QGVAR(painSuppress), 0])) > 0.9},
@ -270,6 +271,8 @@ if (USE_WOUND_EVENT_SYNC) then {
] call FUNC(addUnconsciousCondition);
};
TRACE_6("ACE_DEBUG: SettingsInitialized_EH_BASIC",(_this select 0), GVAR(level),(_this select 0) getvariable QGVAR(bloodVolume),(_this select 0) getvariable QGVAR(pain), (_this select 0) getvariable QGVAR(painSuppress), [_this select 0] call FUNC(getBloodLoss));
[
{(((_this select 0) getvariable [QGVAR(bloodVolume), 100]) < 40)},
{(((_this select 0) getvariable [QGVAR(pain), 0]) - ((_this select 0) getvariable [QGVAR(painSuppress), 0])) > 0.6},

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@ -17,12 +17,11 @@
#include "script_component.hpp"
params ["_unit", "_selection", "_damage", "_shooter", "_projectile"];
TRACE_5("ACE_DEBUG: HandleDamage Called",_unit, _selection, _damage, _shooter, _projectile);
// bug, apparently can fire for remote units in special cases
if !(local _unit) exitWith {
#ifdef DEBUG_ENABLED_MEDICAL
ACE_LOGDEBUG_3("HandleDamage on remote unit! - %1 - %2 - %3", diag_frameno, _unit, isServer);
#endif
TRACE_2("ACE_DEBUG: HandleDamage on remote unit!",_unit, isServer);
nil
};
@ -34,9 +33,7 @@ private ["_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_
_this set [4, _projectile];
};*/
#ifdef DEBUG_ENABLED_MEDICAL
ACE_LOGDEBUG_3("HandleDamage - %1 - %2 - %3", diag_frameno, _selection, _damage);
#endif
TRACE_3("ACE_DEBUG: HandleDamage",_selection,_damage, _unit);
// If damage is in dummy hitpoints, "hands" and "legs", don't change anything
if (_selection == "hands") exitWith {_unit getHit "hands"};
@ -52,9 +49,7 @@ if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {
} else {
_unit getHit _selection
};
#ifdef DEBUG_ENABLED_MEDICAL
ACE_LOGDEBUG_3("HandleDamage damage disabled. - %1 - %2 - %3", diag_frameno, _unit, _selection);
#endif
TRACE_3("ACE_DEBUG: HandleDamage damage disabled.",_selection,damage _unit, _unit);
};
//if (true) exitWith {nil};//

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@ -14,11 +14,14 @@
private ["_damageBodyParts", "_cache_params", "_cache_damages"];
params ["_target"];
TRACE_1("ACE_DEBUG: HandleDamage_BASIC Called",_target);
_damageBodyParts = _target getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
_cache_params = _target getVariable [QGVAR(cachedHandleDamageParams), []];
_cache_damages = _target getVariable QGVAR(cachedDamages);
TRACE_4("ACE_DEBUG: HandleDamage BASIC",_unit, _damageBodyParts,_cache_params,_cache_damages);
{
_x params ["_unit","_selectionName","_amountOfDamage","_sourceOfDamage","_typeOfProjectile","_typeOfDamage"];
if !(isNull _sourceOfDamage && {_typeOfProjectile == ""} && {vehicle _unit == _unit} && {(_selectionName == "head" || isBurning _unit)}) then {
@ -44,6 +47,7 @@ _cache_damages = _target getVariable QGVAR(cachedDamages);
// We broadcast the value across the net here, in order to avoid broadcasting it multiple times earlier in the above code block
_target setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
TRACE_2("ACE_DEBUG: HandleDamage BASIC Broadcast value here",_unit, _target getvariable QGVAR(bodyPartStatus));
EXPLODE_6_PVT(_damageBodyParts,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL);
_target setHitPointDamage ["hitHead", _headDamage min 0.95];

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@ -23,6 +23,8 @@ private ["_unit", "_minWaitingTime", "_slotInfo", "_hasMovedOut", "_parachuteChe
params ["_args", "_idPFH"];
_args params ["_unit", "_originalPos", "_startingTime", "_minWaitingTime", "_hasMovedOut", "_parachuteCheck"];
TRACE_6("ACE_DEBUG_Unconscious_PFH",_unit, _originalPos, _startingTime, _minWaitingTime, _hasMovedOut, _parachuteCheck);
if (!alive _unit) exitwith {
if ("ACE_FakePrimaryWeapon" in (weapons _unit)) then {
TRACE_1("Removing fake weapon [on death]",_unit);
@ -39,11 +41,14 @@ if (!alive _unit) exitwith {
[_unit, "isUnconscious"] call EFUNC(common,unmuteUnit);
["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent);
TRACE_3("ACE_DEBUG_Unconscious_Exit",_unit, (!alive _unit) , QGVAR(unconscious));
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// In case the unit is no longer in an unconscious state, we are going to check if we can already reset the animation
if !(_unit getvariable ["ACE_isUnconscious",false]) exitwith {
TRACE_7("ACE_DEBUG_Unconscious_PFH",_unit, _args, [_unit] call FUNC(isBeingCarried), [_unit] call FUNC(isBeingDragged), _idPFH, _unit getvariable QGVAR(unconsciousArguments),animationState _unit);
// TODO, handle this with carry instead, so we can remove the PFH here.
// Wait until the unit isn't being carried anymore, so we won't end up with wierd animations
if !(([_unit] call FUNC(isBeingCarried)) || ([_unit] call FUNC(isBeingDragged))) then {
@ -124,6 +129,7 @@ if (_parachuteCheck) then {
};
if (!local _unit) exitwith {
TRACE_6("ACE_DEBUG_Unconscious_PFH",_unit, _args, _startingTime, _minWaitingTime, _idPFH, _unit getvariable QGVAR(unconsciousArguments));
_args set [3, _minWaitingTime - (ACE_time - _startingTime)];
_unit setvariable [QGVAR(unconsciousArguments), _args, true];
[_idPFH] call CBA_fnc_removePerFrameHandler;
@ -131,6 +137,7 @@ if (!local _unit) exitwith {
// Ensure we are waiting at least a minimum period before checking if we can wake up the unit again, allows for temp knock outs
if ((ACE_time - _startingTime) >= _minWaitingTime) exitwith {
TRACE_2("ACE_DEBUG_Unconscious_Temp knock outs",_unit, [_unit] call FUNC(getUnconsciousCondition));
if (!([_unit] call FUNC(getUnconsciousCondition))) then {
_unit setvariable ["ACE_isUnconscious", false, true];
};