handle blood visuals

This commit is contained in:
commy2 2016-10-07 04:21:01 +02:00
parent b698a88dc1
commit 4bc1c1db56
7 changed files with 86 additions and 5 deletions

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@ -14,6 +14,10 @@
params ["_unit"];
if (damage _unit > 0) then {
_unit setDamage 0;
};
_unit setVariable [QGVAR(pain), 0, true];
_unit setVariable [QGVAR(bloodVolume), 100, true];
_unit setVariable ["ACE_isUnconscious", false, true]; // TODO this is done based on state

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@ -4,7 +4,7 @@
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 1: Name Of Body Part <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter or source of the damage <OBJECT>
* 4: Type of the damage done <STRING>
@ -59,6 +59,8 @@ call compile _extensionOutput;
_unit setVariable [QEGVAR(medical,openWounds), _openWounds, true];
[_unit, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals);
// Only update if new wounds have been created
if (count _woundsCreated > 0) then {
_unit setVariable [QEGVAR(medical,lastUniqueWoundID), _woundID, true];

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@ -4,7 +4,7 @@
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 1: Name Of Body Part <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter or source of the damage <OBJECT>
* 4: Type of the damage done <STRING>
@ -128,6 +128,8 @@ private _woundsCreated = [];
_unit setVariable [QEGVAR(medical,openWounds), _openWounds, true];
[_unit, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals);
// Only update if new wounds have been created
if (count _woundsCreated > 0) then {
_unit setVariable [QGVAR(lastUniqueWoundID), _woundID, true];

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@ -2,6 +2,7 @@
PREP(handleDamage);
PREP(playInjuredSound);
PREP(damageBodyPart);
PREP(updateBodyPartVisuals);
PREP(setLimping);
PREP(setStructuralDamage);
PREP(setUnconsciousAnim);

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@ -0,0 +1,70 @@
/*
* Author: commy2
* Damages a body part of a local unit. Does not kill the unit.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Body part, can be "Head", "Body", "LeftArm", "RightArm", "LeftLeg", "RightLeg" or "All" <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "HEAD"] call ace_medical_engine_fnc_updateBodyPartVisuals
*
* Public: No
*/
#include "script_component.hpp"
params [["_unit", objNull, [objNull]], ["_bodyPart", "", [""]]];
if (!local _unit) exitWith {
ERROR("Unit not local or null");
};
if (_bodyPart == "All") exitWith {
[_unit, "Head"] call FUNC(updateBodyPartVisuals);
[_unit, "Body"] call FUNC(updateBodyPartVisuals);
[_unit, "LeftArm"] call FUNC(updateBodyPartVisuals);
[_unit, "RightArm"] call FUNC(updateBodyPartVisuals);
[_unit, "LeftLeg"] call FUNC(updateBodyPartVisuals);
[_unit, "RightLeg"] call FUNC(updateBodyPartVisuals);
};
private _affectedBodyParts = [_bodyPart];
switch (toLower _bodyPart) do {
case "leftarm";
case "rightarm": {
_bodyPart = "Arms";
_affectedBodyParts = ["LeftArm", "RightArm"];
};
case "leftleg";
case "rightleg": {
_bodyPart = "Legs";
_affectedBodyParts = ["LeftLeg", "RightLeg"];
};
};
private _openWounds = _unit getVariable QEGVAR(medical,openWounds);
private _bloodLossOnAffectedBodyParts = 0;
{
private _partIndex = ALL_BODY_PARTS find toLower _x;
private _bloodLossOnBodyPart = 0;
{
_x params ["", "", "_bodyPartN", "_amountOf", "_percentageOpen"];
if (_bodyPartN isEqualTo _partIndex) then {
_bloodLossOnBodyPart = _bloodLossOnBodyPart + (_amountOf * _percentageOpen);
};
} forEach _openWounds;
// report maximum of both legs or arms
_bloodLossOnAffectedBodyParts = _bloodLossOnAffectedBodyParts max _bloodLossOnBodyPart;
} forEach _affectedBodyParts;
[_unit, _bodyPart, _bloodLossOnAffectedBodyParts >= 0.15] call FUNC(damageBodyPart);

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@ -4,7 +4,7 @@
*
* Arguments:
* 0: The patient <OBJECT>
* 1: Treatment classname <STRING>
* 1: Treatment class name <STRING>
* 2: Body part <STRING>
*
* Return Value:
@ -102,6 +102,8 @@ _openWounds set [_mostEffectiveSpot, _mostEffectiveInjury];
_target setVariable [QEGVAR(medical,openWounds), _openWounds, true];
[_target, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals);
// Handle the reopening of bandaged wounds
if (_impact > 0 && {EGVAR(medical,level) >= 2} && {EGVAR(medical,enableAdvancedWounds)}) then {
[_target, _impact, _partIndex, _mostEffectiveSpot, _mostEffectiveInjury, _bandage] call FUNC(handleBandageOpening);
@ -189,7 +191,7 @@ if (EGVAR(medical,healHitPointAfterAdvBandage) || {EGVAR(medical,level) < 2}) th
_target setVariable [QEGVAR(medical,bodyPartStatus), _bodyStatus, true];
[_target] call EFUNC(medical_damage,setDamage);
//[_target] call EFUNC(medical_damage,setDamage);
};
true

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@ -53,7 +53,7 @@ private _bloodLossOnSelection = 0;
private _partNumber = (ALL_BODY_PARTS find toLower _bodyPart) max 0;
// Add all bleeding from wounds on selection
private _openWounds = _target getvariable [QEGVAR(medical,openWounds), []];
private _openWounds = _target getVariable [QEGVAR(medical,openWounds), []];
{
_x params ["", "", "_selectionX", "_amountOf", "_percentageOpen"];
if (_selectionX == _partNumber) then {