stop flickering of wounds, fix #346

This commit is contained in:
commy2 2015-09-02 20:49:17 +02:00
parent 7d2f1f52a4
commit f939f9215e

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@ -21,7 +21,7 @@ params ["_unit", "_selection", "_damage", "_shooter", "_projectile"];
// bug, apparently can fire for remote units in special cases // bug, apparently can fire for remote units in special cases
if !(local _unit) exitWith { if !(local _unit) exitWith {
#ifdef DEBUG_ENABLED_MEDICAL #ifdef DEBUG_ENABLED_MEDICAL
ACE_LOGDEBUG_3("HandleDamage on remote unit! - %1 - %2 - %3",diag_frameno,_unit,isServer); ACE_LOGDEBUG_3("HandleDamage on remote unit! - %1 - %2 - %3", diag_frameno, _unit, isServer);
#endif #endif
nil nil
}; };
@ -35,9 +35,13 @@ private ["_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_
};*/ };*/
#ifdef DEBUG_ENABLED_MEDICAL #ifdef DEBUG_ENABLED_MEDICAL
ACE_LOGDEBUG_3("HandleDamage - %1 - %2 - %3",diag_frameno,_selection,_damage); ACE_LOGDEBUG_3("HandleDamage - %1 - %2 - %3", diag_frameno, _selection, _damage);
#endif #endif
// 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 the damage is being weird, we just tell it to fuck off. Ignore: "hands", "legs", "?" // If the damage is being weird, we just tell it to fuck off. Ignore: "hands", "legs", "?"
if (_selection != "" && {!(_selection in GVAR(SELECTIONS))}) exitWith {0}; //@todo "neck", "pelvis", "spine1", "spine2", "spine3" if (_selection != "" && {!(_selection in GVAR(SELECTIONS))}) exitWith {0}; //@todo "neck", "pelvis", "spine1", "spine2", "spine3"
@ -48,8 +52,13 @@ if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {
} else { } else {
_unit getHit _selection _unit getHit _selection
}; };
#ifdef DEBUG_ENABLED_MEDICAL
ACE_LOGDEBUG_3("HandleDamage damage disabled. - %1 - %2 - %3", diag_frameno, _unit, _selection);
#endif
}; };
//if (true) exitWith {nil};//
// Get return damage // Get return damage
_damageReturn = _damage; _damageReturn = _damage;