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https://github.com/acemod/ACE3.git
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Remove non functional event driven handleDamage
This commit is contained in:
parent
575f362fb6
commit
e754c89c73
@ -2,8 +2,7 @@
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params ["_unit"];
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//_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}];
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_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamageNew)}];
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_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}];
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if (local _unit) then {
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if (!EGVAR(common,settingsInitFinished)) exitWith {
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@ -2,11 +2,6 @@
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#include "script_component.hpp"
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["medical_selectionDamage", {_this call FUNC(handleSelectionDamage)}] call EFUNC(common,addEventhandler);
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["medical_fallDamage", {_this call FUNC(handleFallDamage)}] call EFUNC(common,addEventhandler);
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["medical_drowningDamage", {_this call FUNC(handleDrowningDamage)}] call EFUNC(common,addEventhandler);
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["medical_collisionDamage", {_this call FUNC(handleCollisionDamage)}] call EFUNC(common,addEventhandler);
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GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3"];
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GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"];
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@ -42,11 +42,6 @@ PREP(handleDamage_fractures);
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PREP(handleDamage_internalInjuries);
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PREP(handleDamage_wounds);
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PREP(handleDamage_woundsOld);
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PREP(handleDamageNew);
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PREP(handleSelectionDamage);
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PREP(handleFallDamage);
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PREP(handleCollisionDamage);
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PREP(handleDrowningDamage);
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PREP(handleUnitVitals);
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PREP(handleKilled);
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PREP(handleLocal);
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@ -1,186 +0,0 @@
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/*
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* Author: KoffeinFlummi, Glowbal, commy2
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* Main HandleDamage EH function.
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Hit Selection <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Shooter <OBJECT>
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* 4: Projectile <OBJECT/STRING>
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*
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* Return Value:
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* Damage To Be Inflicted <NUMBER>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_selection", "_damage", "_shooter", "_projectile"];
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TRACE_5("ACE_DEBUG: HandleDamage Called",_unit,_selection,_damage,_shooter,_projectile);
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// bug, apparently can fire for remote units in special cases
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if !(local _unit) exitWith {
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TRACE_2("ACE_DEBUG: HandleDamage on remote unit!",_unit,isServer);
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nil
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};
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// bug, assumed fixed, @todo excessive testing, if nothing happens remove
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if (typeName _projectile == "OBJECT") then {
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TRACE_3("ACE_DEBUG: HandleDamage found projectile instead of classname of ammo!",_unit,_projectile,typeOf _projectile);
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_projectile = typeOf _projectile;
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_this set [4, _projectile];
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};
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// Exit now we disable damage, replaces "allowDamage false"
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if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {
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TRACE_2("ACE_DEBUG: HandleDamage damage disabled.",_selection,_unit);
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if (_selection == "") then {
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damage _unit
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} else {
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_unit getHit _selection
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};
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};
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// If damage is in dummy hitpoints, "hands" and "legs", don't change anything
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if (_selection == "hands") exitWith {_unit getHit "hands"};
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if (_selection == "legs") exitWith {_unit getHit "legs"};
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if (_selection == "arms") exitWith {_unit getHit "arms"};
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// Deal with the new hitpoint and selection names introduced with Arma v1.50 and later.
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// This will convert new selection names into selection names that the medical system understands
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// TODO This should be cleaned up when we revisit the medical system at a later stage
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// and instead we should deal with the new hitpoints directly
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_selection = [_unit, _selection, _hitPointIndex] call FUNC(translateSelections);
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diag_log text str _selection;
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diag_log text str _damage;
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// systemChat format["_selection %1 _damage %2", _selection, _damage];
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private ["_damageReturn", "_newDamage", "_index"];
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// apply damage scripted
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if (_selection == "") then {
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_damageReturn = _damage;
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_newDamage = _damage - damage _unit;
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_index = -1;
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private "_cachedStructuralDamage";
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_cachedStructuralDamage = _unit getVariable [QGVAR(cachedStructuralDamageNew), 0];
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// 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.
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// this correctly handles: bullets, explosions, fire
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if (_damage == _cachedStructuralDamage) then {
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private _cachedNewHitpointDamages = _unit getVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
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private _cachedNewHitpointProjectiles = _unit getVariable [QGVAR(cachedNewHitpointProjectiles), ["", "", "", "", "", ""]];
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// this is the only point damage actually counts. all additional vitality functions should use these values.
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{
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if (_x > 0) then {
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["medical_selectionDamage", [_unit, GVAR(Selections) select _forEachIndex, _x, _cachedNewHitpointProjectiles select _forEachIndex]] call EFUNC(common,localEvent);
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};
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} forEach _cachedNewHitpointDamages;
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} else {
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scopeName "findDamageSource";
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// 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
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if (animationState _unit select [0,4] == "afal") then {
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private "_cachedLastFallDamageFrame";
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_cachedLastFallDamageFrame = _unit getVariable [QGVAR(cachedLastFallDamageFrame), -1];
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if (diag_frameno != _cachedLastFallDamageFrame) then {
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["medical_fallDamage", [_unit, _newDamage]] call EFUNC(common,localEvent);
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_unit setVariable [QGVAR(cachedLastFallDamageFrame), diag_frameno];
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};
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_damageReturn = damage _unit;
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breakOut "findDamageSource";
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};
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// check for drowning damage. Pretty relyable damage output. triggers only once.
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if (getOxygenRemaining _unit < 0.5) then {
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// typical drowning damage
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if (_newDamage == 0.005) then {
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["medical_drowningDamage", [_unit, _newDamage]] call EFUNC(common,localEvent);
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_damageReturn = damage _unit - 0.005; // engine applies damage before hd call. subtract again here.
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breakOut "findDamageSource";
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};
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// suffocated under water might use atypical new damage (mostly 1.005)
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if (getOxygenRemaining _unit == 0) then {
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["medical_drowningDamage", [_unit, _newDamage min 1]] call EFUNC(common,localEvent);
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_damageReturn = damage _unit; // you will die regardless of hd return value
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breakOut "findDamageSource";
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};
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};
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// check for misc. damage. Probably collision.
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if (_projectile == "" && _newDamage > 0) then {
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private "_cachedLastCollisionDamageFrame";
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_cachedLastCollisionDamageFrame = _unit getVariable [QGVAR(cachedLastFallDamageFrame), -1];
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// collision only happens once. engine ignores all further calls on that frame as well
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if (_cachedLastCollisionDamageFrame != diag_frameno) then {
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_unit setVariable [QGVAR(cachedLastFallDamageFrame), diag_frameno];
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_unit setVariable [QGVAR(cachedLastCollisionDamage), 0];
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["medical_collisionDamage", [_unit, _newDamage max (_unit getVariable [QGVAR(cachedLastCollisionDamage), 0])]] call EFUNC(common,localEvent);
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_damageReturn = damage _unit - _newDamage;
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breakOut "findDamageSource";
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};
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_damageReturn = damage _unit;
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};
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};
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// reset everything, get ready for the next bullet
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_unit setVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
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_unit setVariable [QGVAR(cachedNewHitpointProjectiles), ["", "", "", "", "", ""]];
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_unit setVariable [QGVAR(cachedStructuralDamageNew), _damage];
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} else {
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// selections are done scripted. return same value to change nothing.
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_damageReturn = _unit getHit _selection;
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_newDamage = _damage - _damageReturn; // _damageReturn because it saves one getHit call
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_index = GVAR(SELECTIONS) find _selection;
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// a selection we care for was hit. now save the new damage to apply it by a later structural damage call
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if (_index != -1) then {
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private _cachedNewHitpointDamages = _unit getVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
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private _cachedNewHitpointProjectiles = _unit getVariable [QGVAR(cachedNewHitpointProjectiles), ["", "", "", "", "", ""]];
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// prevents multiple selections from being hit by one bullet due to hitpoint radius system
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{
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// ignore this damage if it's a secondary selection (minor damage)
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if (_x > _newDamage) exitWith {
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_newDamage = 0;
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};
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// overwrite minor damage in secondary selections
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if (_x > 0) then {
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_cachedNewHitpointDamages set [_forEachIndex, 0];
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_cachedNewHitpointProjectiles set [_forEachIndex, ""];
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};
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} forEach _cachedNewHitpointDamages;
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if (_cachedNewHitpointDamages select _index < _newDamage) then {
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// apply these by the next matching hd call with selection "". If that one is not matching, this gets discarded
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_cachedNewHitpointDamages set [_index, _newDamage];
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_cachedNewHitpointProjectiles set [_index, _projectile];
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} else {
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diag_log format["PREVENTED OVERWRITE: %1", [_newDamage, _projectile, _selection]];
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};
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_unit setVariable [QGVAR(cachedNewHitpointDamages), _cachedNewHitpointDamages];
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_unit setVariable [QGVAR(cachedNewHitpointProjectiles), _cachedNewHitpointProjectiles];
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};
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// use this to detect collision damage.
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if (_projectile == "") then {
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_unit setVariable [QGVAR(cachedLastCollisionDamage), _newDamage max (_unit getVariable [QGVAR(cachedLastCollisionDamage), 0])];
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};
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};
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_damageReturn
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@ -1,21 +0,0 @@
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/*
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* Author: Glowbal
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* Handle drowning damage to unit
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*
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* Arguments:
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* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
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* 1: new damage <NUMBER>
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_newDamage"];
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// At the moment we will just not do anything
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// We reserve this until a later stage
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// A unit will automatically die once oxygen has ran out anyway
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@ -1,63 +0,0 @@
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/*
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* Author: Glowbal
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* Handle fall damage to unit
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*
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* Arguments:
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* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
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* 1: new damage <NUMBER>
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_newDamage"];
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private _part = ["leg_l"] call FUNC(selectionNameToNumber);
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private _part2 = ["leg_r"] call FUNC(selectionNameToNumber);
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// Store the new damage values in our damageBodyParts store
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private _damageBodyParts = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
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_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
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_damageBodyParts set [_part2, (_damageBodyParts select _part2) + _newDamage];
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_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts];
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// our unconscious calculation for selection damages
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if (alive _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
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// 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.
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if ([_unit, _part, _newDamage * 1.3] call FUNC(determineIfFatal)) then {
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[_unit, true, 0.5+random(10)] call FUNC(setUnconscious);
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} else {
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if ([_unit, _part2, _newDamage * 1.3] call FUNC(determineIfFatal)) then {
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[_unit, true, 0.5+random(10)] call FUNC(setUnconscious);
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};
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};
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};
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if (GVAR(level) > 1) then { // advanced medical is enabled
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[_unit, "leg_l", _newDamage, "", "falling"] call FUNC(handleDamage_assignWounds); // cover both left and right legs
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[_unit, "leg_r", _newDamage, "", "falling"] call FUNC(handleDamage_assignWounds);
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} else {
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// New pain values
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_pain = _unit getVariable [QGVAR(pain), 0];
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_pain = _pain + (_newDamage / 4) * (1 - (_unit getVariable [QGVAR(morphine), 0]));
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_unit setVariable [QGVAR(pain), _pain min 1, true];
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};
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// Store the hitpoint values so blood ends up on the unit textures
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_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
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TRACE_2("ACE_DEBUG: HandleSelectionDamage Broadcast value here", _unit, _unit getVariable QGVAR(bodyPartStatus));
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EXPLODE_6_PVT(_damageBodyParts,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL);
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_unit setHitPointDamage ["hitHead", _headDamage min 0.95];
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_unit setHitPointDamage ["hitBody", _torsoDamage min 0.95];
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_unit setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95];
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_unit setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95];
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{
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private _hitPointName = [_unit, _x, true] call FUNC(translateSelections);
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_unit setHitPointDamage [_hitPointName, (_damageBodyParts select _foreachIndex) min 0.95];
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}foreach GVAR(SELECTIONS);
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@ -1,71 +0,0 @@
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/*
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* Author: Glowbal, Commy2 & KoffeinFlummi
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* Sets the hitpoint damage for an unit to the correct values
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*
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* Arguments:
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* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
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* 1: Selection name <STRING>
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* 2: new damage <NUMBER>
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* 3: projectile <STRING>
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_selection", "_newDamage", "_projectile"];
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private _part = [_selection] call FUNC(selectionNameToNumber);
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if (_part < 0) exitwith {systemchat format["Selection name part is below 0"]};
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// Store the new damage values in our damageBodyParts store
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private _damageBodyParts = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
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_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
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_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts];
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// our unconscious calculation for selection damages
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if (alive _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
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// 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.
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if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
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[_unit, true, 0.5+random(10)] call FUNC(setUnconscious);
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};
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};
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if (GVAR(level) > 1) then { // advanced medical is enabled
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_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage); // Get the exact type of damage
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[_unit, _selection, _newDamage, _projectile, _typeOfDamage] call FUNC(handleDamage_assignWounds);
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// TODO Disabled until implemented fully
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//if (GVAR(enableAirway)) then {
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// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
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//};
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//if (GVAR(enableFractures)) then {
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// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
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//};
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//if (GVAR(enableInternalBleeding)) then {
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// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
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//};
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} else {
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// New pain values
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_pain = _unit getVariable [QGVAR(pain), 0];
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_pain = _pain + (_newDamage / 4) * (1 - (_unit getVariable [QGVAR(morphine), 0]));
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_unit setVariable [QGVAR(pain), _pain min 1, true];
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};
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// Store the hitpoint values so blood ends up on the unit textures
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_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
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TRACE_2("ACE_DEBUG: HandleSelectionDamage Broadcast value here", _unit, _unit getVariable QGVAR(bodyPartStatus));
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EXPLODE_6_PVT(_damageBodyParts,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL);
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_unit setHitPointDamage ["hitHead", _headDamage min 0.95];
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_unit setHitPointDamage ["hitBody", _torsoDamage min 0.95];
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_unit setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95];
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_unit setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95];
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{
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private _hitPointName = [_unit, _x, true] call FUNC(translateSelections);
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_unit setHitPointDamage [_hitPointName, (_damageBodyParts select _foreachIndex) min 0.95];
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}foreach GVAR(SELECTIONS);
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