More component name fixes and small clean up

This commit is contained in:
Glowbal 2018-07-15 16:24:04 +02:00
parent 14db38e0f0
commit 9d2e76e67a
17 changed files with 27 additions and 174 deletions

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@ -40,14 +40,14 @@ if (!isNull _instigator) then {
};
#ifdef DEBUG_TESTRESULTS
private _startDmg = +(_unit getVariable [QGVAR(bodyPartDamage), [-1]]);
private _startDmg = +(_unit getVariable [QGVAR(medical,bodyPartDamage), [-1]]);
private _startPain = GET_PAIN(_unit);
#endif
[QEGVAR(medical_engine,woundReceived), [_unit, _bodyPart, _damageToAdd, _instigator, _typeOfDamage]] call CBA_fnc_localEvent;
[QEGVAR(medical,woundReceived), [_unit, _bodyPart, _damageToAdd, _instigator, _typeOfDamage]] call CBA_fnc_localEvent;
#ifdef DEBUG_TESTRESULTS
private _endDmg = _unit getVariable [QGVAR(bodyPartDamage), [-1]];
private _endDmg = _unit getVariable [QGVAR(medical,bodyPartDamage), [-1]];
private _endPain = GET_PAIN(_unit);
private _typeOfDamageAdj = _typeOfDamage call EFUNC(medical_damage,getTypeOfDamage);
private _config = configFile >> "ACE_Medical_Injuries" >> "damageTypes" >> _typeOfDamageAdj;

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@ -63,7 +63,7 @@
// Damage:
private _damage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
private _limping = if (_unit getVariable [QEGVAR(medical_engine,isLimping), false]) then {"[<t color ='#FFCC22'> Limping </t>]"} else {""};
private _limping = if (_unit getVariable [QEGVAR(medical,isLimping), false]) then {"[<t color ='#FFCC22'> Limping </t>]"} else {""};
_return pushBack format ["Damage: [H: %1] [B: %2] %3", (_damage select 0) toFixed 2, (_damage select 1) toFixed 2, _limping];
_return pushBack format ["[LA:%1] [RA: %2] [LL:%3] [RL: %4]", (_damage select 2) toFixed 2, (_damage select 3) toFixed 2, (_damage select 4) toFixed 2, (_damage select 5) toFixed 2];

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@ -1,146 +0,0 @@
/*
* Author: Glowbal
* PFH logic for unconscious state
*
* Arguments:
* 0: PFEH - <ARRAY>
* 0: The unit that will be put in an unconscious state <OBJECT>
* 1: unitPos (stance) <STRING>
* 2: Starting Time <NUMBER>
* 3: Minimum Waiting Time <NUMBER>
* 4: Has Moved Out <BOOL>
* 5: Parachute Check <BOOL>
* 1: PFEH ID <NUMBER>
*
* Return Value:
* None
*
* Example:
* [[unit,"pos", 5, 5, true, false], 5], "classname"] call ace_medical_fnc_unconsciousPFH
*
* Public: yes
*/
#include "script_component.hpp"
params ["_args", "_idPFH"];
_args params ["_unit", "_originalPos", "_startingTime", "_minWaitingTime", "_hasMovedOut", "_parachuteCheck"];
TRACE_6("ACE_DEBUG_Unconscious_PFH",_unit, _originalPos, _startingTime, _minWaitingTime, _hasMovedOut, _parachuteCheck);
if (!alive _unit) exitWith {
if ("ACE_FakePrimaryWeapon" in (weapons _unit)) then {
TRACE_1("Removing fake weapon [on death]",_unit);
_unit removeWeapon "ACE_FakePrimaryWeapon";
};
if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
[_unit, false, VAR_UNCON, side group _unit] call EFUNC(common,switchToGroupSide);
};
[_unit, "setHidden", "ace_unconscious", false] call EFUNC(common,statusEffect_set);
[_unit, false] call EFUNC(common,disableAI);
//_unit setUnitPos _originalPos;
[_unit, "isUnconscious"] call EFUNC(common,unmuteUnit);
["ace_unconscious", [_unit, false]] call CBA_fnc_globalEvent;
TRACE_3("ACE_DEBUG_Unconscious_Exit",_unit, (!alive _unit) , "ace_unconscious");
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// In case the unit is no longer in an unconscious state, we are going to check if we can already reset the animation
if !IS_UNCONSCIOUS(_unit) exitWith {
TRACE_7("ACE_DEBUG_Unconscious_PFH",_unit, _args, [_unit] call EFUNC(medical_status,isBeingCarried), [_unit] call EFUNC(medical_status,isBeingDragged), _idPFH, _unit getVariable QGVAR(unconsciousArguments),animationState _unit);
// TODO, handle this with carry instead, so we can remove the PFH here.
// Wait until the unit isn't being carried anymore, so we won't end up with wierd animations
if !(([_unit] call EFUNC(medical_status,isBeingCarried)) || ([_unit] call EFUNC(medical_status,isBeingDragged))) then {
if ("ACE_FakePrimaryWeapon" in (weapons _unit)) then {
TRACE_1("Removing fake weapon [on wakeup]",_unit);
_unit removeWeapon "ACE_FakePrimaryWeapon";
};
if (vehicle _unit == _unit) then {
if (animationState _unit == "AinjPpneMstpSnonWrflDnon") then {
[_unit,"AinjPpneMstpSnonWrflDnon_rolltofront", 2] call EFUNC(common,doAnimation);
[_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation);
} else {
[_unit,"amovppnemstpsnonwnondnon", 2] call EFUNC(common,doAnimation);
};
} else {
private _vehicle = vehicle _unit;
private _oldVehicleAnimation = _unit getVariable [QGVAR(vehicleAwakeAnim), []];
private _awakeInVehicleAnimation = "";
if (((count _oldVehicleAnimation) > 0) && {(_oldVehicleAnimation select 0) == _vehicle}) then {
_awakeInVehicleAnimation = _oldVehicleAnimation select 1;
};
//Make sure we have a valid, non-terminal animation:
if ((_awakeInVehicleAnimation != "") && {(getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> _awakeInVehicleAnimation >> "terminal")) == 0}) then {
[_unit, _awakeInVehicleAnimation, 2] call EFUNC(common,doAnimation);
} else {
//Don't have a valid animation saved, reset the unit animation with a moveInXXX
TRACE_1("No Valid Animation, doing seat reset", _awakeInVehicleAnimation);
private _slotInfo = [];
{if ((_x select 0) == _unit) exitWith {_slotInfo = _x;};} forEach (fullCrew _vehicle);
if (_slotInfo isEqualTo []) exitWith {ERROR("No _slotInfo?");};
//Move the unit out:
_unit setPosASL ((getPosASL _unit) vectorAdd [0,0,100]);
//Move the unit back into old seat:
if ((_slotInfo select 1) == "driver") then {
_unit moveInDriver _vehicle;
} else {
if ((_slotInfo select 1) == "cargo") then {
_unit moveInCargo [_vehicle, (_slotInfo select 2)];
} else {
_unit moveInTurret [_vehicle, (_slotInfo select 3)];
};
};
};
};
_unit setVariable [QGVAR(vehicleAwakeAnim), nil];
["ace_unconscious", [_unit, false]] call CBA_fnc_globalEvent;
// EXIT PFH
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
if (!_hasMovedOut) then {
// Reset the unit back to the previous captive state.
[_unit, "setHidden", "ace_unconscious", false] call EFUNC(common,statusEffect_set);
// Swhich the unit back to its original group
//Unconscious units shouldn't be put in another group #527:
if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
[_unit, false, VAR_UNCON, side group _unit] call EFUNC(common,switchToGroupSide);
};
[_unit, false] call EFUNC(common,disableAI);
_unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP)
_unit setUnconscious false;
[_unit, "isUnconscious"] call EFUNC(common,unmuteUnit);
// ensure this statement runs only once
_args set [4, true];
};
};
if (_parachuteCheck) then {
if !(vehicle _unit isKindOf "ParachuteBase") then {
[_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation);
_args set [5, false];
};
};
if (!local _unit) exitWith {
TRACE_6("ACE_DEBUG_Unconscious_PFH",_unit, _args, _startingTime, _minWaitingTime, _idPFH, _unit getVariable QGVAR(unconsciousArguments));
_args set [3, _minWaitingTime - (CBA_missionTime - _startingTime)];
_unit setVariable [QGVAR(unconsciousArguments), _args, true];
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// Ensure we are waiting at least a minimum period before checking if we can wake up the unit again, allows for temp knock outs
if ((CBA_missionTime - _startingTime) >= _minWaitingTime) exitWith {
TRACE_2("ACE_DEBUG_Unconscious_Temp knock outs",_unit, [_unit] call FUNC(getUnconsciousCondition));
if (!([_unit] call FUNC(getUnconsciousCondition))) then {
_unit setVariable [VAR_UNCON, false, true];
};
};

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@ -38,5 +38,5 @@ if (isServer) then {
private _stateMachine = [_listcode, true] call CBA_statemachine_fnc_create;
[_stateMachine, {call FUNC(onBleeding)}, {}, {}, "Bleeding"] call CBA_statemachine_fnc_addState;
[QEGVAR(medical_engine,woundReceived), FUNC(handleWoundReceived)] call CBA_fnc_addEventHandler;
[QEGVAR(medical,woundReceived), FUNC(handleWoundReceived)] call CBA_fnc_addEventHandler;
}] call CBA_fnc_addEventHandler;

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@ -14,20 +14,19 @@ addMissionEventHandler ["Loaded",{
call FUNC(parseConfigForInjuries);
}];
// decide which woundsHandler to use by whether the extension is present or not
// decide which woundsHandler to use by whether the extension is present or not
if ("ace_medical" callExtension "version" != "") then {
DFUNC(woundsHandlerActive) = LINKFUNC(woundsHandler);
} else {
DFUNC(woundsHandlerActive) = LINKFUNC(woundsHandlerSQF);
};
[QEGVAR(medical_engine,woundReceived), {
[QEGVAR(medical,woundReceived), {
params ["_unit", "_woundedHitPoint", "_receivedDamage", "", "_ammo"];
private _typeOfDamage = _ammo call FUNC(getTypeOfDamage);
[_unit, _woundedHitPoint, _receivedDamage, _typeOfDamage] call FUNC(woundsHandlerActive);
// Disable for now:
// [_unit, EGVAR(medical,STATE_MACHINE)] call EFUNC(medical,addStateHandler);
}] call CBA_fnc_addEventHandler;

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@ -24,7 +24,7 @@ if (_typeOfDamage isEqualTo "") then {
// Administration for open wounds and ids
private _openWounds = _unit getVariable [QEGVAR(medical,openWounds), []];
private _woundID = _unit getVariable [QGVAR(lastUniqueWoundID), 1]; // Unique wound ids are not used anywhere: ToDo Remove from openWounds array
private _woundID = _unit getVariable [QEGVAR(medical,lastUniqueWoundID), 1]; // Unique wound ids are not used anywhere: ToDo Remove from openWounds array
TRACE_4("extension call",_bodyPart,_damage,_typeOfDamage,_woundID);
private _extensionOutput = "ace_medical" callExtension format ["HandleDamageWounds,%1,%2,%3,%4", _bodyPart, _damage, _typeOfDamage, _woundID];

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@ -69,7 +69,7 @@ if (_highestPossibleSpot < 0) exitWith {};
// Administration for open wounds and ids
private _openWounds = _unit getVariable [QEGVAR(medical,openWounds), []];
private _woundID = _unit getVariable [QGVAR(lastUniqueWoundID), 1]; // Unique wound ids are not used anywhere: ToDo Remove from openWounds array
private _woundID = _unit getVariable [QEGVAR(medical,lastUniqueWoundID), 1]; // Unique wound ids are not used anywhere: ToDo Remove from openWounds array
private _painLevel = 0;
private _critialDamage = false;

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@ -21,7 +21,7 @@
}, nil, nil, true] call CBA_fnc_addClassEventHandler;
#ifdef DEBUG_MODE_FULL
[QGVAR(woundReceived), {
[QEGVAR(medical,woundReceived), {
params ["_unit", "_woundedHitPoint", "_receivedDamage", "_shooter", "_ammo"];
TRACE_5("wound",_unit,_woundedHitPoint, _receivedDamage, _shooter, _ammo);
//systemChat str _this;

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@ -39,6 +39,6 @@ switch (toLower _selection) do {
_unit setHitPointDamage ["HitHands", _damage];
};
case ("legs"): {
_unit setHitPointDamage ["HitLegs", _damage + ([0, LIMPING_MIN_DAMAGE] select (_unit getVariable [QGVAR(isLimping), false]))];
_unit setHitPointDamage ["HitLegs", _damage + ([0, LIMPING_MIN_DAMAGE] select (_unit getVariable [QEGVAR(medical,isLimping), false]))];
};
};

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@ -138,7 +138,7 @@ if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
// Don't trigger for minor damage.
if (_receivedDamage > 1E-3) then {
[QGVAR(woundReceived), [_unit, _woundedHitPoint, _receivedDamage, _shooter, _ammo]] call CBA_fnc_localEvent;
[QEGVAR(medical,(woundReceived), [_unit, _woundedHitPoint, _receivedDamage, _shooter, _ammo]] call CBA_fnc_localEvent;
};
0
@ -147,14 +147,14 @@ if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
// Check for drowning damage.
// Don't change the third expression. Safe method for FLOATs.
if (_hitPoint isEqualTo "#structural" && {getOxygenRemaining _unit <= 0.5} && {_damage isEqualTo (_oldDamage + 0.005)}) exitWith {
[QGVAR(woundReceived), [_unit, "Body", _newDamage, _unit, "#drowning"]] call CBA_fnc_localEvent;
[QEGVAR(medical,woundReceived), [_unit, "Body", _newDamage, _unit, "#drowning"]] call CBA_fnc_localEvent;
0
};
// Handle vehicle crashes
if (_isCrash) exitWith {
[QGVAR(woundReceived), [_unit, "Body", _newDamage, _unit, "#vehiclecrash"]] call CBA_fnc_localEvent;
[QEGVAR(medical,woundReceived), [_unit, "Body", _newDamage, _unit, "#vehiclecrash"]] call CBA_fnc_localEvent;
0
};

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@ -22,7 +22,7 @@ if (!local _unit) exitWith {
ERROR("Unit not local or null");
};
_unit setVariable [QGVAR(isLimping), _isLimping, true];
_unit setVariable [QEGVAR(medical,isLimping), _isLimping, true];
// refresh
private _isDamaged = _unit getHitPointDamage "HitLegs" >= DAMAGED_MIN_THRESHOLD && {_unit getHitPointDamage "HitLegs" != LIMPING_MIN_DAMAGE};

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@ -24,10 +24,10 @@ if (_painLevel > 0) then {
// Handle spontaneous wakeup from unconsciousness
if (EGVAR(medical,spontaneousWakeUpChance) > 0) then {
if (_unit call EFUNC(medical_status,hasStableVitals)) then {
private _lastWakeUpCheck = _unit getVariable [QGVAR(lastWakeUpCheck), CBA_missionTime];
private _lastWakeUpCheck = _unit getVariable [EQGVAR(medical,lastWakeUpCheck), CBA_missionTime];
if (CBA_missionTime - _lastWakeUpCheck > SPONTANEOUS_WAKE_UP_INTERVAL) then {
TRACE_2("Checking for wake up",_unit,EGVAR(medical,spontaneousWakeUpChance));
_unit setVariable [QGVAR(lastWakeUpCheck), CBA_missionTime];
_unit setVariable [EQGVAR(medical,lastWakeUpCheck), CBA_missionTime];
if ((random 1) < EGVAR(medical,spontaneousWakeUpChance)) then {
TRACE_1("Spontaneous wake up!",_unit);
[QEGVAR(medical,WakeUp), _unit] call CBA_fnc_localEvent;
@ -35,6 +35,6 @@ if (EGVAR(medical,spontaneousWakeUpChance) > 0) then {
};
} else {
// Unstable vitals, procrastinate the next wakeup check
_unit setVariable [QGVAR(lastWakeUpCheck), CBA_missionTime];
_unit setVariable [EQGVAR(medical,lastWakeUpCheck), CBA_missionTime];
};
};

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@ -15,6 +15,6 @@
params ["_unit"];
_unit setVariable [VAR_CRDC_ARRST, false, true];
_unit setVariable [QGVAR(cardiacArrestStart), nil];
_unit setVariable [QEGVAR(medical,cardiacArrestStart), nil];
_unit setVariable [VAR_HEART_RATE, 40, true];
_unit setVariable [QGVAR(lastTimeUpdated), CBA_missionTime];

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@ -13,7 +13,7 @@
#include "script_component.hpp"
params ["_unit"];
_unit setVariable [QGVAR(deathBlocked), true];
_unit setVariable [QEGVAR(medical,deathBlocked), true];
[{
_this setVariable [QGVAR(deathBlocked), false];
_this setVariable [QEGVAR(medical,deathBlocked), false];
}, _unit, 1] call CBA_fnc_waitAndExecute;

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@ -42,7 +42,7 @@ _unit setVariable [VAR_PAIN_SUPP_ADJ, [], true];
_unit setVariable [QEGVAR(medical,openWounds), [], true];
_unit setVariable [QEGVAR(medical,bandagedWounds), [], true];
_unit setVariable [QEGVAR(medical,stitchedWounds), [], true];
_unit setVariable [QEGVAR(medical_engine,isLimping), false, true];
_unit setVariable [QEGVAR(medical,isLimping), false, true];
// - Misc ---------------------------------------------------------------------
_unit setVariable [VAR_UNCON, false, true];

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@ -34,7 +34,7 @@ if ((isNull _unit) || {!alive _unit} || {!(_unit isKindOf "CAManBase")}) exitWit
false
};
if (!local _unit) exitWith {
[QGVAR(setUnconscious), [_unit, _knockOut], _unit] call CBA_fnc_targetEvent;
[QEGVAR(medical,setUnconscious), [_unit, _knockOut], _unit] call CBA_fnc_targetEvent;
true
};
if (_knockOut isEqualTo IS_UNCONSCIOUS(_unit)) exitWith {
@ -42,7 +42,7 @@ if (_knockOut isEqualTo IS_UNCONSCIOUS(_unit)) exitWith {
false
};
private _beforeState = [_unit, GVAR(STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState;
private _beforeState = [_unit, EGVAR(medical,STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState;
if (_knockOut) then {
@ -60,7 +60,7 @@ if (_knockOut) then {
}, [_unit], _minWaitingTime] call CBA_fnc_waitAndExecute;
};
if (EGVAR(medical,spontaneousWakeUpChance) > 0) then {
_unit setVariable [QGVAR(lastWakeUpCheck), CBA_missionTime + _minWaitingTime - SPONTANEOUS_WAKE_UP_INTERVAL];
_unit setVariable [QEGVAR(medical, lastWakeUpCheck), CBA_missionTime + _minWaitingTime - SPONTANEOUS_WAKE_UP_INTERVAL];
};
};
@ -69,7 +69,7 @@ if (_knockOut) then {
[QGVAR(WakeUp), _unit] call CBA_fnc_localEvent;
};
private _afterState = [_unit, GVAR(STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState;
private _afterState = [_unit, EGVAR(medical,STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState;
TRACE_2("state change",_beforeState,_afterState);
true

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@ -28,7 +28,7 @@ _target setVariable [QGVAR(occludedMedications), nil, true];
_target setVariable [QEGVAR(medical,openWounds), [], true];
_target setVariable [QEGVAR(medical,bandagedWounds), [], true];
_target setVariable [QEGVAR(medical,stitchedWounds), [], true];
_target setVariable [QEGVAR(medical_engine,isLimping), false, true];
_target setVariable [QEGVAR(medical,isLimping), false, true];
// vitals
_target setVariable [VAR_HEART_RATE, DEFAULT_HEART_RATE, true];