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Added support for JIP injury synchronizing
Enabled heart beat sounds
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@ -11,6 +11,7 @@ GVAR(playingHeartBeatSound) = false;
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["Medical_treatmentCompleted", FUNC(onTreatmentCompleted)] call ace_common_fnc_addEventHandler;
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["medical_propagateWound", FUNC(onPropagateWound)] call ace_common_fnc_addEventHandler;
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["medical_woundUpdateRequest", FUNC(onWoundUpdateRequest)] call ace_common_fnc_addEventHandler;
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// Initialize all effects
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// @todo: make this a macro?
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@ -197,28 +198,34 @@ if (isNil QGVAR(level)) then {
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};
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};
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/* @todo
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// Heart rate sound effect
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_heartRate = _unit getvariable[QGVAR(heartRate), 70];
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if (_heartRate > 0.1) then {
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if (GVAR(playingHeartBeatSound)) exitwith {};
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GVAR(playingHeartBeatSound) = true;
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_sleep = 60 / _heartRate;
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if (GVAR(level) > 0) then {
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// Heart rate sound effect
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if (_heartRate < 60) then {
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_sound = GVAR(heartBeatSounds_Slow) select (random((count GVAR(heartBeatSounds_Slow)) -1));
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playSound _sound;
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[{
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GVAR(playingHeartBeatSound) = false;
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}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
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} else {
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if (_heartRate > 120) then {
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_sound = GVAR(heartBeatSounds_Fast) select (random((count GVAR(heartBeatSounds_Fast)) -1));
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playSound _sound;
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[{
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GVAR(playingHeartBeatSound) = false;
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}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
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};
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};
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};
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*/
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}, 0, []] call CBA_fnc_addPerFrameHandler;
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// broadcast injuries to JIP clients in a MP session
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if (isMultiplayer && !isDedicated) then {
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[QGVAR(onPlayerConnected), "onPlayerConnected", {
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if (isNil QGVAR(InjuredCollection)) then {
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GVAR(InjuredCollection) = [];
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};
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{
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_unit = _x;
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_openWounds = _unit getvariable [QGVAR(openWounds), []];
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{
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["medical_propagateWound", [_id], [_unit, _x]] call EFUNC(common,targetEvent);
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}foreach _openWounds;
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}foreach GVAR(InjuredCollection);
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}, []] call BIS_fnc_addStackedEventHandler;
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};
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@ -44,6 +44,7 @@ PREP(isInMedicalFacility);
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PREP(isMedic);
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PREP(isMedicalVehicle);
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PREP(onMedicationUsage);
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PREP(onWoundUpdateRequest);
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PREP(onPropagateWound);
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PREP(parseConfigForInjuries);
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PREP(playInjuredSound);
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@ -42,4 +42,9 @@ if ([_unit] call FUNC(hasMedicalEnabled)) then {
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};
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};
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}, 1, [_unit]] call CBA_fnc_addPerFrameHandler;
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if (isNil QGVAR(InjuredCollection)) then {
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GVAR(InjuredCollection) = [];
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};
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GVAR(InjuredCollection) pushback _unit;
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};
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@ -17,33 +17,47 @@
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#include "script_component.hpp"
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private ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage", "_bodyPartn", "_woundType", "_injuryTypeInfo", "_allInjuriesForDamageType", "_allPossibleInjuries", "_highestPossibleDamage", "_highestPossibleSpot", "_minDamage", "_openWounds", "_woundID", "_toAddInjury"];
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private ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage", "_bodyPartn", "_woundType", "_injuryTypeInfo", "_allInjuriesForDamageType", "_allPossibleInjuries", "_highestPossibleDamage", "_highestPossibleSpot", "_minDamage", "_openWounds", "_woundID", "_toAddInjury", "_painToAdd"];
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_unit = _this select 0;
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_selectionName = _this select 1;
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_damage = _this select 2;
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_typeOfProjectile = _this select 3;
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_typeOfDamage = _this select 4;
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_bodyPartn = [_selectionName] call FUNC(selectionNameToNumber);
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// Convert the selectionName to a number and ensure it is a valid selection.
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_bodyPartn = [_selectionName] call FUNC(selectionNameToNumber);
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if (_bodyPartn < 0) exitwith {};
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_injuryTypeInfo = missionNamespace getvariable [format[QGVAR(woundInjuryType_%1), _typeOfDamage],[[],[]]];
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// Get the injury type information. Format: [typeDamage thresholds, selectionSpecific, woundTypes]
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_injuryTypeInfo = missionNamespace getvariable [format[QGVAR(woundInjuryType_%1), _typeOfDamage],[[], false, []]];
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// This are the available injuries for this damage type. Format [[classtype, selections, bloodloss, minimalDamage, pain], ..]
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_allInjuriesForDamageType = _injuryTypeInfo select 2;
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// find the available injuries for this damage type and damage amount
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_highestPossibleSpot = -1;
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_highestPossibleDamage = 0;
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_allPossibleInjuries = [];
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{
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_classType = _x select 0;
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_selections = _x select 1;
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_bloodLoss = _x select 2;
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_pain = _x select 3;
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_minDamage = _x select 4;
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// Check if the damage is higher as the min damage for the specific injury
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if (_damage >= _minDamage) then {
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_classType = _x select 0;
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_selections = _x select 1;
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_bloodLoss = _x select 2;
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_pain = _x select 3;
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// Check if the injury can be applied to the given selection name
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if ("All" in _selections || _selectionName in _selections) then {
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// Find the wound which has the highest minimal damage, so we can use this later on for adding the correct injuries
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if (_minDamage > _highestPossibleDamage) then {
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_highestPossibleSpot = _foreachIndex;
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_highestPossibleDamage = _minDamage;
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};
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// Store the valid possible injury for the damage type, damage amount and selection
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_allPossibleInjuries pushback _x;
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};
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};
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@ -56,19 +70,30 @@ if (_highestPossibleSpot < 0) exitwith {
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};
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};
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// admin for open wounds and ids
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_openWounds = _unit getvariable[QGVAR(openWounds), []];
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_woundID = _unit getvariable[QGVAR(lastUniqueWoundID), 1];
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_painToAdd = 0;
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_woundsCreated = [];
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{
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if (_x select 0 <= _damage) exitwith {
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for "_i" from 0 to (1+ floor(random(_x select 1)-1)) /* step +1 */ do {
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// Find the injury we are going to add. Format [ classType, allowdSelections, bloodloss, painOfInjury, minimalDamage]
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_toAddInjury = _allPossibleInjuries select (floor(random (count _allPossibleInjuries)));
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// ID, classname, bodypart, percentage treated, bloodloss rate
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// Create a new injury. Format [ID, classname, bodypart, percentage treated, bloodloss rate]
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_injury = [_woundID, _toAddInjury select 0, if (_injuryTypeInfo select 1) then {_bodyPartn} else {floor(random(6))}, 1, _toAddInjury select 2];
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// Store the injury so we can process it later correctly.
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_openWounds pushback _injury;
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_woundsCreated pushback _injury;
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_woundID = _woundID + 1;
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// Collect the pain that is caused by this injury
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_painToAdd = _painToAdd + (_toAddInjury select 3);
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};
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};
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}foreach (_injuryTypeInfo select 0);
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@ -76,6 +101,10 @@ _woundsCreated = [];
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_unit setvariable [QGVAR(openWounds), _openWounds];
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_unit setvariable [QGVAR(lastUniqueWoundID), _woundID, true];
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// Broadcast the new injuries across the net in parts. One broadcast per injury. Prevents having to broadcast one massive array of injuries.
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{
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["medical_propagateWound", [_unit, _x]] call EFUNC(common,globalEvent);
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}foreach _woundsCreated;
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_painLevel = _unit getvariable [QGVAR(pain), 0];
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_unit setvariable [QGVAR(pain), _painLevel + _painToAdd];
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27
addons/medical/functions/fnc_onWoundUpdateRequest.sqf
Normal file
27
addons/medical/functions/fnc_onWoundUpdateRequest.sqf
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@ -0,0 +1,27 @@
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/*
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* Author: Glowbal
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* Enabled the vitals loop for a unit.
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*
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* Arguments:
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* 0: The Unit <OBJECT>
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* 1: the last known ID <NUMBER>
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* 2: Origin object <OBJECT>
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*
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* ReturnValue:
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* <NIL>
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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private ["_unit", "_lastId", "_openWounds"];
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_unit = _this select 0;
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_lastId = _this select 1;
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_originOfrequest = _this select 2;
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_openWounds = _unit getvariable [QGVAR(openWounds), []];
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if (count _openWounds > _lastId) then {
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{
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["medical_propagateWound", [_originOfrequest], [_unit, _x]] call EFUNC(common,targetEvent);
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}foreach _openWounds;
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};
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