#include "..\script_component.hpp" /* * Author: BaerMitUmlaut, ulteq * Handles switching units (once on init and afterwards via Zeus). Also handles CBA setting change for performance factor. * * Arguments: * 0: New Unit * 1: Old Unit * * Return Value: * None * * Example: * [newbob, oldbob] call ace_advanced_fatigue_fnc_handlePlayerChanged * * Public: No */ params ["_newUnit", "_oldUnit"]; TRACE_2("unit changed",_newUnit,_oldUnit); if (!isNull _oldUnit) then { TRACE_1("remove old",_oldUnit getVariable QGVAR(animHandler)); _oldUnit enableStamina true; _oldUnit removeEventHandler ["AnimChanged", _oldUnit getVariable [QGVAR(animHandler), -1]]; _oldUnit setVariable [QGVAR(animHandler), nil]; _oldUnit setVariable [QGVAR(ae1Reserve), GVAR(ae1Reserve)]; _oldUnit setVariable [QGVAR(ae2Reserve), GVAR(ae2Reserve)]; _oldUnit setVariable [QGVAR(anReserve), GVAR(anReserve)]; _oldUnit setVariable [QGVAR(anFatigue), GVAR(anFatigue)]; _oldUnit setVariable [QGVAR(muscleDamage), GVAR(muscleDamage)]; _oldUnit setVariable [QGVAR(respiratoryRate), GVAR(respiratoryRate)]; }; _newUnit enableStamina false; // Don't add a new EH if the unit respawned if (_newUnit getVariable [QGVAR(animHandler), -1] == -1) then { private _animHandler = _newUnit addEventHandler ["AnimChanged", { GVAR(animDuty) = _this call FUNC(getAnimDuty); }]; TRACE_1("add new",_animHandler); _newUnit setVariable [QGVAR(animHandler), _animHandler]; }; GVAR(ae1Reserve) = _newUnit getVariable [QGVAR(ae1Reserve), AE1_MAXRESERVE]; GVAR(ae2Reserve) = _newUnit getVariable [QGVAR(ae2Reserve), AE2_MAXRESERVE]; GVAR(anReserve) = _newUnit getVariable [QGVAR(anReserve), AN_MAXRESERVE]; GVAR(anFatigue) = _newUnit getVariable [QGVAR(anFatigue), 0]; GVAR(muscleDamage) = _newUnit getVariable [QGVAR(muscleDamage), 0]; GVAR(respiratoryRate) = _newUnit getVariable [QGVAR(respiratoryRate), 0]; // Clean variables for respawning units { _newUnit setVariable [_x, nil]; } forEach [QGVAR(ae1Reserve), QGVAR(ae2Reserve), QGVAR(anReserve), QGVAR(anFatigue), QGVAR(muscleDamage), QGVAR(respiratoryRate)]; GVAR(VO2Max) = 35 + 20 * (_newUnit getVariable [QGVAR(performanceFactor), GVAR(performanceFactor)]); GVAR(VO2MaxPower) = GVAR(VO2Max) * SIM_BODYMASS * BIOMECH_EFFICIENCY * JOULES_PER_ML_O2 / 60; GVAR(peakPower) = VO2MAX_STRENGTH * GVAR(VO2MaxPower); GVAR(ae1PathwayPower) = GVAR(peakPower) / (AE1_ATP_RELEASE_RATE + AE2_ATP_RELEASE_RATE + AN_ATP_RELEASE_RATE) * AE1_ATP_RELEASE_RATE * ANTPERCENT ^ 1.28 * 1.362; GVAR(ae2PathwayPower) = GVAR(peakPower) / (AE1_ATP_RELEASE_RATE + AE2_ATP_RELEASE_RATE + AN_ATP_RELEASE_RATE) * AE2_ATP_RELEASE_RATE * ANTPERCENT ^ 1.28 * 1.362; GVAR(aePathwayPower) = GVAR(ae1PathwayPower) + GVAR(ae2PathwayPower); GVAR(anPathwayPower) = GVAR(peakPower) - GVAR(aePathwayPower); GVAR(aeWattsPerATP) = GVAR(ae1PathwayPower) / AE1_ATP_RELEASE_RATE; GVAR(anWattsPerATP) = GVAR(anPathwayPower) / AN_ATP_RELEASE_RATE; GVAR(respiratoryBufferDivisor) = (RESPIRATORY_BUFFER - 1) / RESPIRATORY_BUFFER; GVAR(maxPowerFatigueRatio) = 0.057 / GVAR(peakPower); GVAR(ppeBlackoutLast) = 100; GVAR(lastBreath) = 0; GVAR(animDuty) = [_newUnit, animationState _newUnit] call FUNC(getAnimDuty);