Code Cleanup HitReactions

This commit is contained in:
commy2 2015-09-26 21:23:18 +02:00
parent f77242fce3
commit c12584e15c
2 changed files with 68 additions and 42 deletions

View File

@ -1,3 +1,4 @@
class ACE_Settings {
class GVAR(minDamageToTrigger) {
//Minimum mamage needed to trigger falling down while moving. Set to -1 to disable completely.

View File

@ -1,39 +1,52 @@
// by commy2
/*
* Author: commy2
* Check if the given backpack is an actual backpack that can store items. Parachute backpacks will return false for example.
*
* Arguments:
* 0: unit <OBJECT>
* 1: firer <OBJECT>
* 2: damage taken <NUMBER>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_firer", "_damage"];
// exit if system is disabled
if (GVAR(minDamageToTrigger) == -1) exitWith {};
// don't fall after minor damage
if (_damage < GVAR(minDamageToTrigger)) exitWith {};
// don't fall on collision damage
if (_unit == _firer) exitWith {};
//Exit if system disabled:
if (GVAR(minDamageToTrigger) == -1) exitWith {};
// cam shake for player
// camshake for player
if (_unit == ACE_player) then {
addCamShake [3, 5, _damage + random 10];
};
// play scream sound
if (!isNil QUOTE(EFUNC(medical,playInjuredSound))) then {
[_unit] call EFUNC(medical,playInjuredSound);
};
private "_vehicle";
_vehicle = vehicle _unit;
// handle static weapons
if (_vehicle isKindOf "StaticWeapon") exitwith {
if (_vehicle isKindOf "StaticWeapon") exitWith {
if (!alive _unit) then {
_unit action ["Eject", _vehicle];
unassignVehicle _unit;
};
};
// don't fall after minor damage
if (_damage < GVAR(minDamageToTrigger)) exitWith {};
// play sound
if (!isNil QUOTE(EFUNC(medical,playInjuredSound))) then {
[_unit] call EFUNC(medical,playInjuredSound);
};
//Don't do animations if in a vehicle (looks weird and animations never reset):
// don't do animations if in a vehicle (looks weird and animations never reset):
if (_vehicle != _unit) exitWith {};
// this checks most things, so it doesn't mess with being inside vehicles or while dragging etc.
@ -54,40 +67,52 @@ _velocity = vectorMagnitude velocity _unit;
if (_velocity < 2) exitWith {};
// get correct animation by weapon
private ["_isPlayer", "_isRunning", "_anim"];
private "_anim";
_isPlayer = [_unit] call EFUNC(common,isPlayer);
_isRunning = _velocity > 4;
call {
private "_weapon";
_weapon = currentWeapon _unit;
_anim = switch (currentWeapon _unit) do {
case (""): {"AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon"};
case (primaryWeapon _unit): {
if !(_isPlayer) exitWith {"AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon"};
[
["AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon_2", "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon"] select _isRunning,
["AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon_2", "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon"] select _isRunning,
"AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft",
"AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright"
] select floor random 4;
if (_weapon == "") exitWith {
_anim = "AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon"
};
case (handgunWeapon _unit): {
if !(_isPlayer) exitWith {"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon"};
[
"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon",
"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon",
"AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft",
"AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright"
] select floor random 4;
if (_weapon == primaryWeapon _unit) exitWith {
if ([_unit] call EFUNC(common,isPlayer)) then {
private "_isRunning";
_isRunning = _velocity > 4;
_anim = [
["AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon_2", "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon"] select _isRunning,
["AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon_2", "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon"] select _isRunning,
"AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft",
"AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright"
] select floor random 4;
} else {
_anim = "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon";
};
};
default {""};
if (_weapon == handgunWeapon _unit) exitWith {
if ([_unit] call EFUNC(common,isPlayer)) then {
_anim = [
"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon",
"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon",
"AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft",
"AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright"
] select floor random 4;
} else {
_anim = "AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon";
};
};
_anim = "";
};
// exit if no animation for this weapon exists, i.E. binocular or rocket launcher
// exit if no animation for this weapon exists, i.e. binocular or rocket launcher
if (_anim == "") exitWith {};
// don't mess with transitions. don't fall then.
if ([_unit] call EFUNC(common,inTransitionAnim)) exitWith {};
[_unit, _anim, 2] call EFUNC(common,doAnimation);
if !([_unit] call EFUNC(common,inTransitionAnim)) then {
[_unit, _anim, 2] call EFUNC(common,doAnimation);
};