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fix various issues with handleDamage engine component
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@ -14,7 +14,6 @@
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage"];
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@ -2,9 +2,9 @@
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#define COMPONENT_BEAUTIFIED Medical Damage
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#include "\z\ace\addons\main\script_mod.hpp"
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#define DEBUG_MODE_FULL
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#define DISABLE_COMPILE_CACHE
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#define CBA_DEBUG_SYNCHRONOUS
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//#define DEBUG_MODE_FULL
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//#define DISABLE_COMPILE_CACHE
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//#define CBA_DEBUG_SYNCHRONOUS
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#define ENABLE_PERFORMANCE_COUNTERS
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#ifdef DEBUG_ENABLED_MEDICAL_DAMAGE
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@ -12,8 +12,6 @@
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*/
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#include "script_component.hpp"
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#define DAMAGE_STRUCTURAL QGVAR(newDamage$#structural)
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params ["_unit", "_selection", "_damage", "_shooter", "_ammo", "_hitPointIndex"];
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//diag_log _this;
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@ -32,50 +30,63 @@ if (_hitPointIndex < 0) then {
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};
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private _newDamage = _damage - _oldDamage;
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_unit setVariable [format [QGVAR(newDamage$%1), _hitPoint], _newDamage];
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_unit setVariable [format [QGVAR($%1), _hitPoint], _newDamage];
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// Never kill the unit by the critical hit points of the engine.
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if (_hitPoint in ["#structural", "hitbody", "hithead"]) then {
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// Because Arma now uses TOH 'depends' system, every hitpoint can cause this
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_damage = _damage min 0.99;
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};
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// These control blood material visuals.
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// If damage is in dummy hitpoints, "hands" and "legs", don't change anything
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if (_hitPoint in ["hithead", "hitbody", "hithands", "hitlegs"]) exitWith {_oldDamage};
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if (_hitPoint in ["hithead", "hitbody", "hithands", "hitlegs"]) exitWith {
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TRACE_2("hd exited (hardcoded)",_hitPoint,_oldDamage);
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_oldDamage
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};
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// Add injury
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if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
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private _damageStructural = _unit getVariable [QGVAR($#structural), 0];
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// --- Head
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private _damageFace = _unit getVariable [QGVAR(newDamage$HitFace), 0];
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private _damageNeck = _unit getVariable [QGVAR(newDamage$HitNeck), 0];
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private _damageHead = (_unit getVariable [QGVAR(newDamage$HitHead), 0]) max _damageFace max _damageNeck;
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private _damageFace = _unit getVariable [QGVAR($HitFace), 0];
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private _damageNeck = _unit getVariable [QGVAR($HitNeck), 0];
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private _damageHead = (_unit getVariable [QGVAR($HitHead), 0]) max _damageFace max _damageNeck;
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// --- Body
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private _damageStructural = _unit getVariable [DAMAGE_STRUCTURAL, 0];
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private _damagePelvis = _unit getVariable [QGVAR(newDamage$HitPelvis), 0];
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private _damageAbdomen = _unit getVariable [QGVAR(newDamage$HitAbdomen), 0];
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private _damageDiaphragm = _unit getVariable [QGVAR(newDamage$HitDiaphragm), 0];
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private _damageChest = _unit getVariable [QGVAR(newDamage$HitChest), 0];
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private _damageBody = (_unit getVariable [QGVAR(newDamage$HitBody), 0]) max _damagePelvis max _damageAbdomen max _damageDiaphragm max _damageChest max _damageStructural;
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private _damagePelvis = _unit getVariable [QGVAR($HitPelvis), 0];
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private _damageAbdomen = _unit getVariable [QGVAR($HitAbdomen), 0];
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private _damageDiaphragm = _unit getVariable [QGVAR($HitDiaphragm), 0];
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private _damageChest = _unit getVariable [QGVAR($HitChest), 0];
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private _damageBody = (_unit getVariable [QGVAR($HitBody), 0]) max _damagePelvis max _damageAbdomen max _damageDiaphragm max _damageChest;
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// --- Arms and Legs
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private _damageLeftArm = _unit getVariable [QGVAR(newDamage$HitLeftArm), 0];
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private _damageRightArm = _unit getVariable [QGVAR(newDamage$HitRightArm), 0];
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private _damageLeftLeg = _unit getVariable [QGVAR(newDamage$HitLeftLeg), 0];
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private _damageRightLeg = _unit getVariable [QGVAR(newDamage$HitRightLeg), 0];
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private _damageLeftArm = _unit getVariable [QGVAR($HitLeftArm), 0];
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private _damageRightArm = _unit getVariable [QGVAR($HitRightArm), 0];
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private _damageLeftLeg = _unit getVariable [QGVAR($HitLeftLeg), 0];
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private _damageRightLeg = _unit getVariable [QGVAR($HitRightLeg), 0];
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// Find hit point that received the maxium damage.
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// second param is a priority. should multiple hitpoints receive the same
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// amount of damage (e.g. max which is 4), we don't want them to be sorted
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// alphabetically (which would mean that RightLeg is always chosen)
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private _allDamages = [
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[_damageHead, "Head"],
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[_damageBody, "Body"],
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[_damageLeftArm, "LeftArm"],
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[_damageRightArm, "RightArm"],
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[_damageLeftLeg, "LeftLeg"],
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[_damageRightLeg, "RightLeg"]
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[_damageHead, PRIORITY_HEAD, "Head"],
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[_damageBody, PRIORITY_BODY, "Body"],
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[_damageLeftArm, PRIORITY_LEFT_ARM, "LeftArm"],
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[_damageRightArm, PRIORITY_RIGHT_ARM, "RightArm"],
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[_damageLeftLeg, PRIORITY_LEFT_LEG, "LeftLeg"],
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[_damageRightLeg, PRIORITY_RIGHT_LEG, "RightLeg"]
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];
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TRACE_2("incoming",_allDamages,_damageStructural);
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_allDamages sort false;
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(_allDamages select 0) params ["_receivedDamage", "_woundedHitPoint"];
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(_allDamages select 0) params ["_receivedDamage", "", "_woundedHitPoint"];
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if (_receivedDamage == 0) then {
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_receivedDamage = _damageStructural;
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_woundedHitPoint = "Body";
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};
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TRACE_2("received",_receivedDamage,_woundedHitPoint);
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// Check for falling damage.
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if (_ammo isEqualTo "") then {
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@ -104,4 +115,5 @@ if (_hitPoint isEqualTo "#structural" && {getOxygenRemaining _unit <= 0.5} && {_
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[QGVAR(woundReceived), [_unit, "Body", _newDamage, _unit, "#drowning"]] call CBA_fnc_localEvent;
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};
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TRACE_2("hd exited",_hitPoint,_damage);
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_damage
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@ -3,8 +3,8 @@
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#include "\z\ace\addons\main\script_mod.hpp"
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#define DEBUG_MODE_FULL
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// #define DISABLE_COMPILE_CACHE
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// #define CBA_DEBUG_SYNCHRONOUS
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#define DISABLE_COMPILE_CACHE
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#define CBA_DEBUG_SYNCHRONOUS
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//#define ENABLE_PERFORMANCE_COUNTERS
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#ifdef DEBUG_ENABLED_MEDICAL_ENGINE
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@ -17,12 +17,6 @@
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#include "\z\ace\addons\main\script_macros.hpp"
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#define DISABLE_VANILLA_SCREAMS
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#define DISABLE_VANILLA_MOANS
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#define DISABLE_VANILLA_HEARTBEAT
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#define DISABLE_VANILLA_BLOOD_TEXTURES
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#define DISABLE_VANILLA_DAMAGE_EFFECTS
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#include "script_macros_medical.hpp"
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#define EMPTY_SOUND {"A3\Sounds_F\dummysound.wss",1,1}
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@ -35,3 +29,16 @@
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}, {\
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diag_log format ["Preload done for ""%1""",_this];\
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}, class] call CBA_fnc_waitUntilAndExecute
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#define DISABLE_VANILLA_SCREAMS
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#define DISABLE_VANILLA_MOANS
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#define DISABLE_VANILLA_HEARTBEAT
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#define DISABLE_VANILLA_BLOOD_TEXTURES
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#define DISABLE_VANILLA_DAMAGE_EFFECTS
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#define PRIORITY_HEAD 3
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#define PRIORITY_BODY 4
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#define PRIORITY_LEFT_ARM (1 + random 1)
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#define PRIORITY_RIGHT_ARM (1 + random 1)
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#define PRIORITY_LEFT_LEG (1 + random 1)
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#define PRIORITY_RIGHT_LEG (1 + random 1)
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