Remove non functional event driven handleDamage

This commit is contained in:
Glowbal 2016-02-07 13:18:19 +01:00
parent 575f362fb6
commit e754c89c73
7 changed files with 1 additions and 353 deletions

View File

@ -2,8 +2,7 @@
params ["_unit"];
//_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}];
_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamageNew)}];
_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}];
if (local _unit) then {
if (!EGVAR(common,settingsInitFinished)) exitWith {

View File

@ -2,11 +2,6 @@
#include "script_component.hpp"
["medical_selectionDamage", {_this call FUNC(handleSelectionDamage)}] call EFUNC(common,addEventhandler);
["medical_fallDamage", {_this call FUNC(handleFallDamage)}] call EFUNC(common,addEventhandler);
["medical_drowningDamage", {_this call FUNC(handleDrowningDamage)}] call EFUNC(common,addEventhandler);
["medical_collisionDamage", {_this call FUNC(handleCollisionDamage)}] call EFUNC(common,addEventhandler);
GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3"];
GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"];

View File

@ -42,11 +42,6 @@ PREP(handleDamage_fractures);
PREP(handleDamage_internalInjuries);
PREP(handleDamage_wounds);
PREP(handleDamage_woundsOld);
PREP(handleDamageNew);
PREP(handleSelectionDamage);
PREP(handleFallDamage);
PREP(handleCollisionDamage);
PREP(handleDrowningDamage);
PREP(handleUnitVitals);
PREP(handleKilled);
PREP(handleLocal);

View File

@ -1,186 +0,0 @@
/*
* Author: KoffeinFlummi, Glowbal, commy2
* Main HandleDamage EH function.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter <OBJECT>
* 4: Projectile <OBJECT/STRING>
*
* Return Value:
* Damage To Be Inflicted <NUMBER>
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_selection", "_damage", "_shooter", "_projectile"];
TRACE_5("ACE_DEBUG: HandleDamage Called",_unit,_selection,_damage,_shooter,_projectile);
// bug, apparently can fire for remote units in special cases
if !(local _unit) exitWith {
TRACE_2("ACE_DEBUG: HandleDamage on remote unit!",_unit,isServer);
nil
};
// bug, assumed fixed, @todo excessive testing, if nothing happens remove
if (typeName _projectile == "OBJECT") then {
TRACE_3("ACE_DEBUG: HandleDamage found projectile instead of classname of ammo!",_unit,_projectile,typeOf _projectile);
_projectile = typeOf _projectile;
_this set [4, _projectile];
};
// Exit now we disable damage, replaces "allowDamage false"
if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {
TRACE_2("ACE_DEBUG: HandleDamage damage disabled.",_selection,_unit);
if (_selection == "") then {
damage _unit
} else {
_unit getHit _selection
};
};
// If damage is in dummy hitpoints, "hands" and "legs", don't change anything
if (_selection == "hands") exitWith {_unit getHit "hands"};
if (_selection == "legs") exitWith {_unit getHit "legs"};
if (_selection == "arms") exitWith {_unit getHit "arms"};
// Deal with the new hitpoint and selection names introduced with Arma v1.50 and later.
// This will convert new selection names into selection names that the medical system understands
// TODO This should be cleaned up when we revisit the medical system at a later stage
// and instead we should deal with the new hitpoints directly
_selection = [_unit, _selection, _hitPointIndex] call FUNC(translateSelections);
diag_log text str _selection;
diag_log text str _damage;
// systemChat format["_selection %1 _damage %2", _selection, _damage];
private ["_damageReturn", "_newDamage", "_index"];
// apply damage scripted
if (_selection == "") then {
_damageReturn = _damage;
_newDamage = _damage - damage _unit;
_index = -1;
private "_cachedStructuralDamage";
_cachedStructuralDamage = _unit getVariable [QGVAR(cachedStructuralDamageNew), 0];
// handle damage always tries to start and end with the same structural damage call. Use that to find and set the final damage. discard everything the game discards too.
// this correctly handles: bullets, explosions, fire
if (_damage == _cachedStructuralDamage) then {
private _cachedNewHitpointDamages = _unit getVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
private _cachedNewHitpointProjectiles = _unit getVariable [QGVAR(cachedNewHitpointProjectiles), ["", "", "", "", "", ""]];
// this is the only point damage actually counts. all additional vitality functions should use these values.
{
if (_x > 0) then {
["medical_selectionDamage", [_unit, GVAR(Selections) select _forEachIndex, _x, _cachedNewHitpointProjectiles select _forEachIndex]] call EFUNC(common,localEvent);
};
} forEach _cachedNewHitpointDamages;
} else {
scopeName "findDamageSource";
// check for fall damage. this triggers twice, but seems to happen on the same frame. shouldn't fall twice in a few frames anyway. tested at 7FPS on local host MP
if (animationState _unit select [0,4] == "afal") then {
private "_cachedLastFallDamageFrame";
_cachedLastFallDamageFrame = _unit getVariable [QGVAR(cachedLastFallDamageFrame), -1];
if (diag_frameno != _cachedLastFallDamageFrame) then {
["medical_fallDamage", [_unit, _newDamage]] call EFUNC(common,localEvent);
_unit setVariable [QGVAR(cachedLastFallDamageFrame), diag_frameno];
};
_damageReturn = damage _unit;
breakOut "findDamageSource";
};
// check for drowning damage. Pretty relyable damage output. triggers only once.
if (getOxygenRemaining _unit < 0.5) then {
// typical drowning damage
if (_newDamage == 0.005) then {
["medical_drowningDamage", [_unit, _newDamage]] call EFUNC(common,localEvent);
_damageReturn = damage _unit - 0.005; // engine applies damage before hd call. subtract again here.
breakOut "findDamageSource";
};
// suffocated under water might use atypical new damage (mostly 1.005)
if (getOxygenRemaining _unit == 0) then {
["medical_drowningDamage", [_unit, _newDamage min 1]] call EFUNC(common,localEvent);
_damageReturn = damage _unit; // you will die regardless of hd return value
breakOut "findDamageSource";
};
};
// check for misc. damage. Probably collision.
if (_projectile == "" && _newDamage > 0) then {
private "_cachedLastCollisionDamageFrame";
_cachedLastCollisionDamageFrame = _unit getVariable [QGVAR(cachedLastFallDamageFrame), -1];
// collision only happens once. engine ignores all further calls on that frame as well
if (_cachedLastCollisionDamageFrame != diag_frameno) then {
_unit setVariable [QGVAR(cachedLastFallDamageFrame), diag_frameno];
_unit setVariable [QGVAR(cachedLastCollisionDamage), 0];
["medical_collisionDamage", [_unit, _newDamage max (_unit getVariable [QGVAR(cachedLastCollisionDamage), 0])]] call EFUNC(common,localEvent);
_damageReturn = damage _unit - _newDamage;
breakOut "findDamageSource";
};
_damageReturn = damage _unit;
};
};
// reset everything, get ready for the next bullet
_unit setVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
_unit setVariable [QGVAR(cachedNewHitpointProjectiles), ["", "", "", "", "", ""]];
_unit setVariable [QGVAR(cachedStructuralDamageNew), _damage];
} else {
// selections are done scripted. return same value to change nothing.
_damageReturn = _unit getHit _selection;
_newDamage = _damage - _damageReturn; // _damageReturn because it saves one getHit call
_index = GVAR(SELECTIONS) find _selection;
// a selection we care for was hit. now save the new damage to apply it by a later structural damage call
if (_index != -1) then {
private _cachedNewHitpointDamages = _unit getVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
private _cachedNewHitpointProjectiles = _unit getVariable [QGVAR(cachedNewHitpointProjectiles), ["", "", "", "", "", ""]];
// prevents multiple selections from being hit by one bullet due to hitpoint radius system
{
// ignore this damage if it's a secondary selection (minor damage)
if (_x > _newDamage) exitWith {
_newDamage = 0;
};
// overwrite minor damage in secondary selections
if (_x > 0) then {
_cachedNewHitpointDamages set [_forEachIndex, 0];
_cachedNewHitpointProjectiles set [_forEachIndex, ""];
};
} forEach _cachedNewHitpointDamages;
if (_cachedNewHitpointDamages select _index < _newDamage) then {
// apply these by the next matching hd call with selection "". If that one is not matching, this gets discarded
_cachedNewHitpointDamages set [_index, _newDamage];
_cachedNewHitpointProjectiles set [_index, _projectile];
} else {
diag_log format["PREVENTED OVERWRITE: %1", [_newDamage, _projectile, _selection]];
};
_unit setVariable [QGVAR(cachedNewHitpointDamages), _cachedNewHitpointDamages];
_unit setVariable [QGVAR(cachedNewHitpointProjectiles), _cachedNewHitpointProjectiles];
};
// use this to detect collision damage.
if (_projectile == "") then {
_unit setVariable [QGVAR(cachedLastCollisionDamage), _newDamage max (_unit getVariable [QGVAR(cachedLastCollisionDamage), 0])];
};
};
_damageReturn

View File

@ -1,21 +0,0 @@
/*
* Author: Glowbal
* Handle drowning damage to unit
*
* Arguments:
* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
* 1: new damage <NUMBER>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_newDamage"];
// At the moment we will just not do anything
// We reserve this until a later stage
// A unit will automatically die once oxygen has ran out anyway

View File

@ -1,63 +0,0 @@
/*
* Author: Glowbal
* Handle fall damage to unit
*
* Arguments:
* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
* 1: new damage <NUMBER>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_newDamage"];
private _part = ["leg_l"] call FUNC(selectionNameToNumber);
private _part2 = ["leg_r"] call FUNC(selectionNameToNumber);
// Store the new damage values in our damageBodyParts store
private _damageBodyParts = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
_damageBodyParts set [_part2, (_damageBodyParts select _part2) + _newDamage];
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts];
// our unconscious calculation for selection damages
if (alive _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
// If it reaches this, we can assume that the hit did not kill this unit, as this function is called some time after the damage has been passed.
if ([_unit, _part, _newDamage * 1.3] call FUNC(determineIfFatal)) then {
[_unit, true, 0.5+random(10)] call FUNC(setUnconscious);
} else {
if ([_unit, _part2, _newDamage * 1.3] call FUNC(determineIfFatal)) then {
[_unit, true, 0.5+random(10)] call FUNC(setUnconscious);
};
};
};
if (GVAR(level) > 1) then { // advanced medical is enabled
[_unit, "leg_l", _newDamage, "", "falling"] call FUNC(handleDamage_assignWounds); // cover both left and right legs
[_unit, "leg_r", _newDamage, "", "falling"] call FUNC(handleDamage_assignWounds);
} else {
// New pain values
_pain = _unit getVariable [QGVAR(pain), 0];
_pain = _pain + (_newDamage / 4) * (1 - (_unit getVariable [QGVAR(morphine), 0]));
_unit setVariable [QGVAR(pain), _pain min 1, true];
};
// Store the hitpoint values so blood ends up on the unit textures
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
TRACE_2("ACE_DEBUG: HandleSelectionDamage Broadcast value here", _unit, _unit getVariable QGVAR(bodyPartStatus));
EXPLODE_6_PVT(_damageBodyParts,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL);
_unit setHitPointDamage ["hitHead", _headDamage min 0.95];
_unit setHitPointDamage ["hitBody", _torsoDamage min 0.95];
_unit setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95];
_unit setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95];
{
private _hitPointName = [_unit, _x, true] call FUNC(translateSelections);
_unit setHitPointDamage [_hitPointName, (_damageBodyParts select _foreachIndex) min 0.95];
}foreach GVAR(SELECTIONS);

View File

@ -1,71 +0,0 @@
/*
* Author: Glowbal, Commy2 & KoffeinFlummi
* Sets the hitpoint damage for an unit to the correct values
*
* Arguments:
* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
* 1: Selection name <STRING>
* 2: new damage <NUMBER>
* 3: projectile <STRING>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_selection", "_newDamage", "_projectile"];
private _part = [_selection] call FUNC(selectionNameToNumber);
if (_part < 0) exitwith {systemchat format["Selection name part is below 0"]};
// Store the new damage values in our damageBodyParts store
private _damageBodyParts = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts];
// our unconscious calculation for selection damages
if (alive _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
// If it reaches this, we can assume that the hit did not kill this unit, as this function is called some time after the damage has been passed.
if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
[_unit, true, 0.5+random(10)] call FUNC(setUnconscious);
};
};
if (GVAR(level) > 1) then { // advanced medical is enabled
_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage); // Get the exact type of damage
[_unit, _selection, _newDamage, _projectile, _typeOfDamage] call FUNC(handleDamage_assignWounds);
// TODO Disabled until implemented fully
//if (GVAR(enableAirway)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
//};
//if (GVAR(enableFractures)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
//};
//if (GVAR(enableInternalBleeding)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
//};
} else {
// New pain values
_pain = _unit getVariable [QGVAR(pain), 0];
_pain = _pain + (_newDamage / 4) * (1 - (_unit getVariable [QGVAR(morphine), 0]));
_unit setVariable [QGVAR(pain), _pain min 1, true];
};
// Store the hitpoint values so blood ends up on the unit textures
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
TRACE_2("ACE_DEBUG: HandleSelectionDamage Broadcast value here", _unit, _unit getVariable QGVAR(bodyPartStatus));
EXPLODE_6_PVT(_damageBodyParts,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL);
_unit setHitPointDamage ["hitHead", _headDamage min 0.95];
_unit setHitPointDamage ["hitBody", _torsoDamage min 0.95];
_unit setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95];
_unit setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95];
{
private _hitPointName = [_unit, _x, true] call FUNC(translateSelections);
_unit setHitPointDamage [_hitPointName, (_damageBodyParts select _foreachIndex) min 0.95];
}foreach GVAR(SELECTIONS);