add initial implementation of drowning and collision damage handling

This commit is contained in:
Glowbal 2016-01-17 13:21:18 +01:00
parent 209d10065b
commit 7de1a7bc6c
3 changed files with 73 additions and 22 deletions

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@ -1,14 +1,21 @@
// by commy2
/*
* Author: Glowbal
* Handle drowning damage to unit
*
* Arguments:
* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
* 1: new damage <NUMBER>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_newDamage"];
private ["_selection", "_totalDamage"];
_selection = "head";
_totalDamage = (_unit getHit _selection) + _newDamage;
_unit setHit [_selection, _totalDamage];
systemChat format ["drowning: %1", _this];
// At the moment we will just not do anything
// We reserve this until a later stage
// A unit will automatically die once oxygen has ran out anyway

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@ -1,14 +1,63 @@
// by commy2
/*
* Author: Glowbal
* Handle fall damage to unit
*
* Arguments:
* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
* 1: new damage <NUMBER>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_newDamage"];
private ["_totalDamageL", "_totalDamageR"];
private _part = ["leg_l"] call FUNC(selectionNameToNumber);
private _part2 = ["leg_r"] call FUNC(selectionNameToNumber);
_totalDamageL = (_unit getHitPointDamage "HitLeftLeg") + _newDamage;
_totalDamageR = (_unit getHitPointDamage "HitRightLeg") + _newDamage;
// 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];
_damageBodyParts set [_part2, (_damageBodyParts select _part2) + _newDamage];
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts];
_unit setHitPointDamage ["HitLeftLeg", _totalDamageL];
_unit setHitPointDamage ["HitRightLeg", _totalDamageR];
// 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, _newDamage * 1.3] call FUNC(determineIfFatal)) then {
[_unit, true, 0.5+random(10)] call FUNC(setUnconscious);
} else {
if ([_unit, _part2, _newDamage * 1.3] call FUNC(determineIfFatal)) then {
[_unit, true, 0.5+random(10)] call FUNC(setUnconscious);
};
};
};
systemChat format ["falling: %1", _this];
if (GVAR(level) > 1) then { // advanced medical is enabled
[_unit, "leg_l", _newDamage, "", "falling"] call FUNC(handleDamage_assignWounds); // cover both left and right legs
[_unit, "leg_r", _newDamage, "", "falling"] call FUNC(handleDamage_assignWounds);
} else {
// 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);

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@ -18,9 +18,6 @@
params ["_unit", "_selection", "_newDamage", "_projectile"];
// private _totalDamage = (_unit getHit _selection) + _newDamage;
systemChat format["handleSelectionDamage: %1", _this];
private _part = [_selection] call FUNC(selectionNameToNumber);
if (_part < 0) exitwith {systemchat format["Selection name part is below 0"]};
@ -38,7 +35,6 @@ if (alive _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
};
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);
@ -53,7 +49,6 @@ if (GVAR(level) > 1) then { // advanced medical is enabled
// [_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]));