mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Add selectionDamage implementation
This commit is contained in:
parent
ee9a620a63
commit
6e42a10d47
@ -3,8 +3,8 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
["medical_selectionDamage", {_this call FUNC(handleSelectionDamage)}] call EFUNC(common,addEventhandler);
|
||||
["medical_fallDamage", {_this call FUNC(handleFallDamage)}] call EFUNC(common,addEventhandler);
|
||||
["medical_drowningDamage", {_this call FUNC(handleDrowningDamage)}] call EFUNC(common,addEventhandler);
|
||||
["medical_fallDamage", {_this call FUNC(handleFallDamage)}] call EFUNC(common,addEventhandler);
|
||||
["medical_drowningDamage", {_this call FUNC(handleDrowningDamage)}] call EFUNC(common,addEventhandler);
|
||||
["medical_collisionDamage", {_this call FUNC(handleCollisionDamage)}] call EFUNC(common,addEventhandler);
|
||||
|
||||
GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3"];
|
||||
|
@ -42,10 +42,21 @@ if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {
|
||||
};
|
||||
};
|
||||
|
||||
// If damage is in dummy hitpoints, "hands" and "legs", don't change anything
|
||||
if (_selection == "hands") exitWith {_unit getHit "hands"};
|
||||
if (_selection == "legs") exitWith {_unit getHit "legs"};
|
||||
if (_selection == "arms") exitWith {_unit getHit "arms"};
|
||||
|
||||
// Deal with the new hitpoint and selection names introduced with Arma v1.50 and later.
|
||||
// This will convert new selection names into selection names that the medical system understands
|
||||
// TODO This should be cleaned up when we revisit the medical system at a later stage
|
||||
// and instead we should deal with the new hitpoints directly
|
||||
_selection = [_unit, _selection, _hitPointIndex] call FUNC(translateSelections);
|
||||
|
||||
diag_log text str _selection;
|
||||
diag_log text str _damage;
|
||||
|
||||
// systemChat format["_selection %1 _damage %2", _selection, _damage];
|
||||
|
||||
private ["_damageReturn", "_newDamage", "_index"];
|
||||
|
||||
@ -62,13 +73,13 @@ if (_selection == "") then {
|
||||
// handle damage always tries to start and end with the same structural damage call. Use that to find and set the final damage. discard everything the game discards too.
|
||||
// this correctly handles: bullets, explosions, fire
|
||||
if (_damage == _cachedStructuralDamage) then {
|
||||
private "_cachedNewHitpointDamages";
|
||||
_cachedNewHitpointDamages = _unit getVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
|
||||
private _cachedNewHitpointDamages = _unit getVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
|
||||
private _cachedNewHitpointProjectiles = _unit getVariable [QGVAR(cachedNewHitpointProjectiles), ["", "", "", "", "", ""]];
|
||||
|
||||
// this is the only point damage actually counts. all additional vitality functions should use these values.
|
||||
{
|
||||
if (_x > 0) then {
|
||||
["medical_selectionDamage", [_unit, GVAR(Selections) select _forEachIndex, _x, _projectile]] call EFUNC(common,localEvent);
|
||||
["medical_selectionDamage", [_unit, GVAR(Selections) select _forEachIndex, _x, _cachedNewHitpointProjectiles select _forEachIndex]] call EFUNC(common,localEvent);
|
||||
};
|
||||
} forEach _cachedNewHitpointDamages;
|
||||
} else {
|
||||
@ -126,6 +137,7 @@ if (_selection == "") then {
|
||||
|
||||
// reset everything, get ready for the next bullet
|
||||
_unit setVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
|
||||
_unit setVariable [QGVAR(cachedNewHitpointProjectiles), ["", "", "", "", "", ""]];
|
||||
_unit setVariable [QGVAR(cachedStructuralDamageNew), _damage];
|
||||
|
||||
} else {
|
||||
@ -137,8 +149,8 @@ if (_selection == "") then {
|
||||
|
||||
// a selection we care for was hit. now save the new damage to apply it by a later structural damage call
|
||||
if (_index != -1) then {
|
||||
private "_cachedNewHitpointDamages";
|
||||
_cachedNewHitpointDamages = _unit getVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
|
||||
private _cachedNewHitpointDamages = _unit getVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
|
||||
private _cachedNewHitpointProjectiles = _unit getVariable [QGVAR(cachedNewHitpointProjectiles), ["", "", "", "", "", ""]];
|
||||
|
||||
// prevents multiple selections from being hit by one bullet due to hitpoint radius system
|
||||
{
|
||||
@ -150,12 +162,19 @@ if (_selection == "") then {
|
||||
// overwrite minor damage in secondary selections
|
||||
if (_x > 0) then {
|
||||
_cachedNewHitpointDamages set [_forEachIndex, 0];
|
||||
_cachedNewHitpointProjectiles set [_forEachIndex, ""];
|
||||
};
|
||||
} forEach _cachedNewHitpointDamages;
|
||||
|
||||
// apply these by the next matching hd call with selection "". If that one is not matching, this gets discarded
|
||||
_cachedNewHitpointDamages set [_index, _newDamage];
|
||||
if (_cachedNewHitpointDamages select _index < _newDamage) then {
|
||||
// apply these by the next matching hd call with selection "". If that one is not matching, this gets discarded
|
||||
_cachedNewHitpointDamages set [_index, _newDamage];
|
||||
_cachedNewHitpointProjectiles set [_index, _projectile];
|
||||
} else {
|
||||
diag_log format["PREVENTED OVERWRITE: %1", [_newDamage, _projectile, _selection]];
|
||||
};
|
||||
_unit setVariable [QGVAR(cachedNewHitpointDamages), _cachedNewHitpointDamages];
|
||||
_unit setVariable [QGVAR(cachedNewHitpointProjectiles), _cachedNewHitpointProjectiles];
|
||||
};
|
||||
|
||||
// use this to detect collision damage.
|
||||
|
@ -1,11 +1,76 @@
|
||||
// by commy2
|
||||
/*
|
||||
* Author: Glowbal, Commy2 & KoffeinFlummi
|
||||
* Sets the hitpoint damage for an unit to the correct values
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
|
||||
* 1: Selection name <STRING>
|
||||
* 2: new damage <NUMBER>
|
||||
* 3: projectile <STRING>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit", "_selection", "_newDamage", "_projectile"];
|
||||
|
||||
private "_totalDamage";
|
||||
_totalDamage = (_unit getHit _selection) + _newDamage;
|
||||
// private _totalDamage = (_unit getHit _selection) + _newDamage;
|
||||
systemChat format["handleSelectionDamage: %1", _this];
|
||||
|
||||
_unit setHit [_selection, _totalDamage];
|
||||
private _part = [_selection] call FUNC(selectionNameToNumber);
|
||||
if (_part < 0) exitwith {systemchat format["Selection name part is below 0"]};
|
||||
|
||||
systemChat format ["selection: %1", _this];
|
||||
// Store the new damage values in our damageBodyParts store
|
||||
private _damageBodyParts = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
|
||||
_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
|
||||
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts];
|
||||
|
||||
// our unconscious calculation for selection damages
|
||||
if (alive _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
|
||||
// If it reaches this, we can assume that the hit did not kill this unit, as this function is called some time after the damage has been passed.
|
||||
if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
|
||||
[_unit, true, 0.5+random(10)] call FUNC(setUnconscious);
|
||||
};
|
||||
};
|
||||
|
||||
if (GVAR(level) > 1) then { // advanced medical is enabled
|
||||
systemChat format["LEVEL OF MEDICAL SYSTEM IS ADVANCED"];
|
||||
_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage); // Get the exact type of damage
|
||||
[_unit, _selection, _newDamage, _projectile, _typeOfDamage] call FUNC(handleDamage_assignWounds);
|
||||
|
||||
// TODO Disabled until implemented fully
|
||||
//if (GVAR(enableAirway)) then {
|
||||
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
|
||||
//};
|
||||
//if (GVAR(enableFractures)) then {
|
||||
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
|
||||
//};
|
||||
//if (GVAR(enableInternalBleeding)) then {
|
||||
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
|
||||
//};
|
||||
} else {
|
||||
systemChat format["LEVEL OF MEDICAL SYSTEM IS BASIC"];
|
||||
// New pain values
|
||||
_pain = _unit getVariable [QGVAR(pain), 0];
|
||||
_pain = _pain + (_newDamage / 4) * (1 - (_unit getVariable [QGVAR(morphine), 0]));
|
||||
_unit setVariable [QGVAR(pain), _pain min 1, true];
|
||||
};
|
||||
|
||||
// Store the hitpoint values so blood ends up on the unit textures
|
||||
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
|
||||
TRACE_2("ACE_DEBUG: HandleSelectionDamage Broadcast value here", _unit, _unit getVariable QGVAR(bodyPartStatus));
|
||||
|
||||
EXPLODE_6_PVT(_damageBodyParts,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL);
|
||||
_unit setHitPointDamage ["hitHead", _headDamage min 0.95];
|
||||
_unit setHitPointDamage ["hitBody", _torsoDamage min 0.95];
|
||||
_unit setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95];
|
||||
_unit setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95];
|
||||
|
||||
{
|
||||
private _hitPointName = [_unit, _x, true] call FUNC(translateSelections);
|
||||
_unit setHitPointDamage [_hitPointName, (_damageBodyParts select _foreachIndex) min 0.95];
|
||||
}foreach GVAR(SELECTIONS);
|
||||
|
Loading…
Reference in New Issue
Block a user