#include "script_component.hpp" /* * Author: KoffeinFlummi, commy2 * Handles all incoming damage for tanks (including wheeled APCs). * * Arguments: * HandleDamage EH * * Return Value: * Damage to be inflicted. * * Example: * _this call ace_cookoff_fnc_handleDamage * * Public: No */ params ["_simulationType", "_thisHandleDamage"]; _thisHandleDamage params ["_vehicle", "", "_damage", "_source", "_ammo", "_hitIndex", "_shooter"]; // it's already dead, who cares? if (damage _vehicle >= 1) exitWith {}; // If cookoff is disabled exit if (_vehicle getVariable [QGVAR(enable), GVAR(enable)] in [0, false]) exitWith {}; // Check for players and exit if none found and the enable for players only setting is true if (_vehicle getVariable [QGVAR(enable), GVAR(enable)] isEqualTo 2 && {fullCrew [_vehicle, "", false] findIf {isPlayer (_x select 0)} == -1}) exitWith {}; // get hitpoint name private _hitpoint = "#structural"; if (_hitIndex != -1) then { _hitpoint = toLower ((getAllHitPointsDamage _vehicle param [0, []]) select _hitIndex); }; // get change in damage private _oldDamage = 0; if (_hitpoint isEqualTo "#structural") then { _oldDamage = damage _vehicle; } else { _oldDamage = _vehicle getHitIndex _hitIndex; }; private _newDamage = _damage - _oldDamage; // handle different types of vehicles // note: exitWith only works here, because this is not the main scope of handleDamage // you cannot use the return value together with exitWith in the main scope, it's a bug // also, we add this event handler with the addEventHandler SQF command, // because the config version ignores the return value completely if (_simulationType == "car") exitWith { // prevent destruction, let cook-off handle it if necessary if (_hitpoint in ["hithull", "hitfuel", "#structural"] && {!IS_EXPLOSIVE_AMMO(_ammo)}) then { _damage min 0.89 } else { if (_hitpoint isEqualTo "hitengine" && {_damage > 0.9}) then { _vehicle call FUNC(engineFire); }; _damage }; }; if (_simulationType == "tank") exitWith { // determine ammo storage location private _ammoLocationHitpoint = getText (_vehicle call CBA_fnc_getObjectConfig >> QGVAR(ammoLocation)); if (_hitIndex in (GVAR(cacheTankDuplicates) getVariable (typeOf _vehicle))) then { _hitpoint = "#subturret"; }; // ammo was hit, high chance for cook-off if (_hitpoint == _ammoLocationHitpoint) then { if (_damage > 0.5) then { // get cookoff probability for vehicle private _probability = [_vehicle call CBA_fnc_getObjectConfig >> QGVAR(probability), "number", 0.7] call CBA_fnc_getConfigEntry; // probability multiplied by coef for global probability control (higher coef = more probable cookoff) if (GVAR(probabilityCoef) > 1) then { _probability = 1 - (1 - _probability) / GVAR(probabilityCoef); } else { _probability = _probability * GVAR(probabilityCoef); }; if (random 1 < _probability) then { _vehicle call FUNC(cookOff); }; }; } else { if (_hitpoint in ["hithull", "hitturret", "#structural"] && {_newDamage > 0.8 + random 0.2}) then { if ((_hitpoint == "hitturret") && {(getNumber (_vehicle call CBA_fnc_getObjectConfig >> QGVAR(ignoreTurret))) == 1}) exitWith {}; // ignore turrets like RCWS _vehicle setDamage 1; }; }; // prevent destruction, let cook-off handle it if necessary if (_hitpoint in ["hithull", "hitfuel", "#structural"]) then { _damage min 0.89 } else { _damage }; }; if (_simulationType == "box") exitWith { if (_hitpoint == "#structural" && _damage > 0.5) then { // Almost always catch fire when hit by an explosive if (IS_EXPLOSIVE_AMMO(_ammo)) then { _vehicle call FUNC(cookOffBox); } else { // Need magazine to check for tracers private _mag = ""; if (_source == _shooter) then { _mag = currentMagazine _source; } else { _mag = _source currentMagazineTurret ([_shooter] call CBA_fnc_turretPath); }; private _magCfg = configFile >> "CfgMagazines" >> _mag; // Magazine could have changed during flight time (just ignore if so) if (getText (_magCfg >> "ammo") == _ammo) then { // If magazine's tracer density is high enough then low chance for cook off private _tracers = getNumber (_magCfg >> "tracersEvery"); if (_tracers >= 1 && {_tracers <= 4}) then { if (random 1 < _oldDamage*0.05) then { _vehicle call FUNC(cookOffBox); }; }; }; }; // prevent destruction, let cook-off handle it if necessary _damage min 0.89 } else { _damage }; };