Merge pull request #3323 from acemod/fixVehicleCrashes

Fix vehicle crashes
This commit is contained in:
Thomas Kooi 2016-02-17 18:32:56 +01:00
commit 8e49c8b1b3
4 changed files with 18 additions and 14 deletions

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@ -26,8 +26,8 @@ private ["_damageThreshold", "_damageBodyPart", "_chanceFatal"];
params ["_unit", "_part", ["_withDamage", 0]];
if (!alive _unit) exitWith {true};
if (_part < 0 || _part > 5) exitWith {false};
if ((vehicle _unit != _unit) && {!alive (vehicle _unit)}) exitWith { true };
if (_part < 0 || _part > 5) exitWith {false};
// Find the correct Damage threshold for unit.
_damageThreshold = [1,1,1];

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@ -77,13 +77,15 @@ _minLethalDamage = if (_typeIndex >= 0) then {
0.01
};
if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _shooter} && {_projectile == ""} && {_selection == ""}) then {
private _vehicle = vehicle _unit;
private _effectiveSelectionName = _selection;
if ((_vehicle != _unit) && {!(_vehicle isKindOf "StaticWeapon")} && {_shooter in [objNull, driver _vehicle, _vehicle]} && {_projectile == ""} && {_selection == ""}) then {
if (GVAR(enableVehicleCrashes)) then {
_selection = GVAR(SELECTIONS) select (floor(random(count GVAR(SELECTIONS))));
_effectiveSelectionName = _this select 1; //pull random selection from HDC
};
};
if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)}) then {
if ((_minLethalDamage <= _newDamage) && {[_unit, [_effectiveSelectionName] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)}) then {
if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)])) exitwith {
_damageReturn = 0.9;
};
@ -99,13 +101,8 @@ if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectio
[_unit] call FUNC(addToInjuredCollection);
if (_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) exitWith {
if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
[_unit] call EFUNC(common,unloadPerson);
};
private "_delayedUnconsicous";
_delayedUnconsicous = false;
if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
private _delayedUnconsicous = false;
if (_vehicle != _unit and {damage _vehicle >= 1}) then {
[_unit] call EFUNC(common,unloadPerson);
_delayedUnconsicous = true;
};
@ -118,7 +115,7 @@ if (_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) exitW
if (_delayedUnconsicous) then {
[{
[_this select 0, true] call FUNC(setUnconscious);
}, [_unit], 0.7, 0] call EFUNC(common,waitAndExecute);
}, [_unit], 0.7] call EFUNC(common,waitAndExecute);
} else {
[{
[_this select 0, true] call FUNC(setUnconscious);

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@ -29,7 +29,8 @@ if (_hitPointIndex >= 0) then {_newDamage = _damage - (_unit getHitIndex _hitPoi
TRACE_7("ACE_DEBUG: HandleDamage_Caching Called",_unit, _selectionName, _damage, _source, _projectile,_hitPointIndex,_newDamage);
// Check for vehicle crash
if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _source} && {_projectile == ""} && {_selectionName == ""}) then {
private _vehicle = vehicle _unit;
if ((_vehicle != _unit) && {!(_vehicle isKindOf "StaticWeapon")} && {_source in [objNull, driver _vehicle, _vehicle]} && {_projectile == ""} && {_selectionName == ""}) then {
if (GVAR(enableVehicleCrashes)) then {
_selectionName = _hitSelections select (floor(random(count _hitSelections)));
_projectile = "vehiclecrash";
@ -40,7 +41,7 @@ if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isN
// Handle falling damage
_impactVelocity = (velocity _unit) select 2;
if (_impactVelocity < -5 && {vehicle _unit == _unit}) then {
if (_impactVelocity < -5 && {_vehicle == _unit}) then {
TRACE_1("Starting isFalling", time);
_unit setVariable [QGVAR(isFalling), true];
_unit setVariable [QGVAR(impactVelocity), _impactVelocity];

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@ -47,6 +47,12 @@ if (((_reviveVal == 1 && {[_unit] call EFUNC(common,isPlayer)} || _reviveVal ==
_args params ["_unit"];
_startTime = _unit getVariable [QGVAR(reviveStartTime), 0];
//If we are in reivie state in a blown up vehicle, try to unload so that people can access the body
if ((alive _unit) && {(vehicle _unit) != _unit} && {!alive (vehicle _unit)}) then {
TRACE_2("Unloading", _unit, vehicle _unit);
[_unit] call EFUNC(common,unloadPerson);
};
if (GVAR(maxReviveTime) > 0 && {ACE_time - _startTime > GVAR(maxReviveTime)}) exitwith {
[_idPFH] call CBA_fnc_removePerFrameHandler;
_unit setVariable [QGVAR(inReviveState), nil, true];