Fixed damage parsing for AI & non medical enabled units

This commit is contained in:
Thomas Kooi 2015-01-25 15:02:14 +01:00
parent 73d3869a04
commit 8045ebb6ab

View File

@ -13,7 +13,6 @@
#define ARMOURCOEF 2
private ["_unit", "_selectionName", "_damage", "_source", "_source", "_projectile", "_hitSelections", "_hitPoints", "_newDamage", "_found", "_cache_projectiles", "_cache_hitpoints", "_cache_damages"];
_unit = _this select 0;
_selectionName = _this select 1;
_damage = _this select 2;
@ -23,6 +22,7 @@ _projectile = _this select 4;
if (!([_unit] call FUNC(hasMedicalEnabled))) exitwith {
call FUNC(handleDamage); // let it run through the damage threshold script
};
// Otherwise we carry on with collecting the necessary information
if (typeName _projectile == "OBJECT") then {
@ -41,13 +41,8 @@ if !(_selectionName in ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"]) e
// Cache the handleDamage call
[_unit, _selectionName, _damage, _source, _projectile] call FUNC(cacheHandledamageCall);
// Checking if we should return full damage or not
if (_damage > 0.975) then {
_damage = 0.975;
};
// Check if a unit would die from this hit
if (alive _unit && (vehicle _unit == _unit) && {alive (vehicle _unit)}) then {
if (alive (vehicle _unit)) then {
_bodyPartn = [_selectionName] call FUNC(getBodyPartNumber);
// Find the correct Damage threshold for unit.
@ -63,12 +58,10 @@ if (alive _unit && (vehicle _unit == _unit) && {alive (vehicle _unit)}) then {
_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
// Calculate change in damage.
_newDamage = _damage - (damage _unit);
if (_selectionName in _hitSelections) then {
_newDamage = _damage - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selectionName)));
};
_previousDamage = _unit getvariable [QGVAR(bodyPartStatusPrevious), [0,0,0,0,0,0]];
_newDamage = _damage - (_previousDamage select _bodyPartn);
// Check if damage to body part is higher as damage head
// Check if damage to body part is higher as damage head
if (_bodyPartn == 0) exitwith {
if (_damageBodyPart >= ((_damageThreshold select 0) + _newDamage) && {(random(1) > 0.2)}) then {
_damage = 1;
@ -82,11 +75,14 @@ if (alive _unit && (vehicle _unit == _unit) && {alive (vehicle _unit)}) then {
};
};
// Check if damage to body part is higher as damage limbs
if (_damageBodyPart >= ((_damageThreshold select 2) + _newDamage) && {(random(1) > 0.95)}) then {
_damage = 1;
if (_damageBodyPart >= ((_damageThreshold select 2) + _newDamage) && {(random(1) > 0.95)}) exitwith {
_damage = 1;
};
// Checking if we should return full damage or not
if (_damage > 0.975) then {
_damage = 0.975;
};
} else {
_damage = 1;
};
_damage