Medical - Update setDead to use setHitpointDamage instigator param (#8397)

* Redoing this

* Revert "Redoing this"

This reverts commit 80ff709676.

* Do this properly

* Update fnc_handleKilled.sqf

* use setDead function directly

* Handle scripted camera

* redo #8387

I'm dumb.

* try this

* if construct outside of ctrlSetEventHandler

Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>

* tweak disableUserInput / handleKilled

Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
This commit is contained in:
GhostIsSpooky 2021-11-15 12:31:56 -03:00 committed by GitHub
parent ec2028cc8a
commit a9296f66d5
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 38 additions and 23 deletions

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@ -66,9 +66,13 @@ if (_state) then {
_ctrl ctrlSetTooltip "Abort."; _ctrl ctrlSetTooltip "Abort.";
_ctrl = _dlg displayctrl ([104, 1010] select isMultiplayer); _ctrl = _dlg displayctrl ([104, 1010] select isMultiplayer);
_ctrl ctrlSetEventHandler ["buttonClick", QUOTE(closeDialog 0; player setDamage 1; [false] call DFUNC(disableUserInput);)]; if (["ace_medical"] call FUNC(isModLoaded)) then {
_ctrl ctrlEnable (call {private _config = missionConfigFile >> "respawnButton"; !isNumber _config || {getNumber _config == 1}}); _ctrl ctrlSetEventHandler ["buttonClick", 'closeDialog 0; [player, "respawn_button"] call EFUNC(medical_status,setDead); [false] call DFUNC(disableUserInput);'];
_ctrl ctrlSetText "RESPAWN"; } else {
_ctrl ctrlSetEventHandler ["buttonClick", QUOTE(closeDialog 0; player setDamage 1; [false] call DFUNC(disableUserInput);)];
};
_ctrl ctrlEnable ((getMissionConfigValue ["respawnButton", -1]) != 0); // handles 3den attribute or description.ext
_ctrl ctrlSetText localize "$str_3den_multiplayer_attributecategory_respawn_displayname";
_ctrl ctrlSetTooltip "Respawn."; _ctrl ctrlSetTooltip "Respawn.";
}; };

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@ -22,6 +22,7 @@ if (isNull _unit) exitWith {};
TRACE_3("enteredStateDeath",_this,_thisOrigin,_thisTransition); TRACE_3("enteredStateDeath",_this,_thisOrigin,_thisTransition);
private _causeOfDeath = format ["%1:%2", _thisOrigin, _thisTransition]; private _causeOfDeath = format ["%1:%2", _thisOrigin, _thisTransition];
private _instigator = _unit getVariable [QEGVAR(medical,lastInstigator), objNull];
// could delay a frame here to fix the double killed EH, but we lose it being a "native" kill (scoreboard / rating) // could delay a frame here to fix the double killed EH, but we lose it being a "native" kill (scoreboard / rating)
[_unit, _causeOfDeath] call EFUNC(medical_status,setDead); [_unit, _causeOfDeath, _instigator] call EFUNC(medical_status,setDead);

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@ -30,20 +30,22 @@ if (_unit isEqualTo (_unit getVariable [QGVAR(killed), objNull])) exitWith {
_unit setVariable [QGVAR(killed), _unit]; _unit setVariable [QGVAR(killed), _unit];
private _causeOfDeath = _unit getVariable [QEGVAR(medical,causeOfDeath), "#scripted"]; private _causeOfDeath = _unit getVariable [QEGVAR(medical,causeOfDeath), "#scripted"];
private _modifyKilledArray = missionNamespace getVariable [QEGVAR(medical,modifyKilledArray), true]; // getVar so this can be disabled
// if undefined then it's a death not caused by ace's setDead (mission setDamage, disconnect) // if undefined then it's a death not caused by ace's setDead (mission setDamage, disconnect, forced respawn while conscious)
if (_causeOfDeath != "#scripted") then { if (_causeOfDeath != "#scripted") then {
_killer = _unit getVariable [QEGVAR(medical,lastDamageSource), _killer]; // vehicle _killer = _unit getVariable [QEGVAR(medical,lastDamageSource), _killer]; // vehicle
_instigator = _unit getVariable [QEGVAR(medical,lastInstigator), _instigator]; // unit in the turret _instigator = _unit getVariable [QEGVAR(medical,lastInstigator), _instigator]; // unit in the turret
} else {
// All Killed EHs uses the same array, so we can modify it now to pass the correct killer/instigator // call setDead manually to prevent any issues
if (missionNamespace getVariable [QEGVAR(medical,modifyKilledArray), true]) then { // getVar so this can be disabled
_this set [1, _killer];
_this set [2, _instigator];
};
} else { // in that case, call setDead manually to prevent any issues
[_unit, "#scripted"] call FUNC(setDead); [_unit, "#scripted"] call FUNC(setDead);
}; };
// All Killed EHs uses the same array, so we can modify it now to pass the correct killer/instigator
if (_modifyKilledArray) then {
_this set [1, _killer];
_this set [2, _instigator];
};
TRACE_3("killer info",_killer,_instigator,_causeOfDeath); TRACE_3("killer info",_killer,_instigator,_causeOfDeath);
if (_unit == player) then { if (_unit == player) then {

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@ -30,16 +30,16 @@ if (_unit isEqualTo (_unit getVariable [QGVAR(killedMission), objNull])) exitWit
_unit setVariable [QGVAR(killedMission), _unit]; _unit setVariable [QGVAR(killedMission), _unit];
private _causeOfDeath = _unit getVariable [QEGVAR(medical,causeOfDeath), "#scripted"]; private _causeOfDeath = _unit getVariable [QEGVAR(medical,causeOfDeath), "#scripted"];
private _modifyKilledArray = missionNamespace getVariable [QEGVAR(medical,modifyKilledArray), true]; // getVar so this can be disabled
// if undefined then it's a death not caused by ace's setDead (mission setDamage, disconnect) // if undefined then it's a death not caused by ace's setDead (mission setDamage, disconnect, forced respawn while conscious)
if (_causeOfDeath != "#scripted") then { if (_causeOfDeath != "#scripted") then {
_killer = _unit getVariable [QEGVAR(medical,lastDamageSource), _killer]; // vehicle _killer = _unit getVariable [QEGVAR(medical,lastDamageSource), _killer]; // vehicle
_instigator = _unit getVariable [QEGVAR(medical,lastInstigator), _instigator]; // unit in the turret _instigator = _unit getVariable [QEGVAR(medical,lastInstigator), _instigator]; // unit in the turret
};
// All Killed EHs uses the same array, so we can modify it now to pass the correct killer/instigator // All Killed EHs uses the same array, so we can modify it now to pass the correct killer/instigator
if (missionNamespace getVariable [QEGVAR(medical,modifyKilledArray), true]) then { // getVar so this can be disabled if (_modifyKilledArray) then {
_this set [1, _killer]; _this set [1, _killer];
_this set [2, _instigator]; _this set [2, _instigator];
};
}; };
TRACE_3("killer mission info",_killer,_instigator,_causeOfDeath); TRACE_3("killer mission info",_killer,_instigator,_causeOfDeath);

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@ -75,6 +75,9 @@ if (_isRespawn) then {
// Unconscious spontanious wake up chance // Unconscious spontanious wake up chance
_unit setVariable [QEGVAR(medical,lastWakeUpCheck), nil]; _unit setVariable [QEGVAR(medical,lastWakeUpCheck), nil];
// Cause of death
_unit setVariable [QEGVAR(medical,causeOfDeath), nil];
}; };
[{ [{

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@ -6,6 +6,7 @@
* Arguments: * Arguments:
* 0: The unit <OBJECT> * 0: The unit <OBJECT>
* 1: Reason for death <STRING> * 1: Reason for death <STRING>
* 2: Killer <OBJECT>
* *
* Return Value: * Return Value:
* None * None
@ -13,8 +14,8 @@
* Public: No * Public: No
*/ */
params ["_unit", ["_reason", "#setDead"]]; params ["_unit", ["_reason", "#setDead"], ["_instigator", objNull]];
TRACE_2("setDead",_unit,_reason); TRACE_3("setDead",_unit,_reason,_instigator);
// No heart rate or blood pressure to measure when dead // No heart rate or blood pressure to measure when dead
_unit setVariable [VAR_HEART_RATE, 0, true]; _unit setVariable [VAR_HEART_RATE, 0, true];
@ -26,4 +27,8 @@ _unit setVariable [QEGVAR(medical,causeOfDeath), _reason, true];
[QEGVAR(medical,death), [_unit]] call CBA_fnc_localEvent; [QEGVAR(medical,death), [_unit]] call CBA_fnc_localEvent;
// Kill the unit without changing visual apperance // Kill the unit without changing visual apperance
[_unit, 1] call EFUNC(medical_engine,setStructuralDamage); private _prevDamage = _unit getHitPointDamage "HitHead";
_unit setHitPointDamage ["HitHead", 1, true, _instigator];
_unit setHitPointDamage ["HitHead", _prevDamage];

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@ -31,7 +31,7 @@ if (!local _patient) exitWith {
if (alive _patient) then { if (alive _patient) then {
TRACE_1("Manually killing with setDead",_patient); TRACE_1("Manually killing with setDead",_patient);
[_patient, "buried_alive"] call EFUNC(medical_status,setDead); [_patient, "buried_alive", _medic] call EFUNC(medical_status,setDead);
}; };
private _position = (getPosASL _patient) vectorAdd [0, 0, 0.2]; private _position = (getPosASL _patient) vectorAdd [0, 0, 0.2];