#include "script_component.hpp" /* * Author: commy2 * Set the hitpoint damage and change the structural damage acordingly, requires local vehicle. * Handles the ace_repair_setVehicleHitPointDamage event. * * Arguments: * 0: Local Vehicle to Damage * 1: Selected hitpoint INDEX * 2: Total Damage * 3: Use destruction effects * * Return Value: * None * * Example: * [vehicle, 1, 0.5] call ace_repair_fnc_setHitPointDamage * * Public: No */ params ["_vehicle", "_hitPointIndex", "_hitPointDamage", ["_useEffects", false]]; TRACE_4("params",_vehicle,typeOf _vehicle,_hitPointIndex,_hitPointDamage); // can't execute all commands if the vehicle isn't local. exit here. if !(local _vehicle) exitWith {ERROR_1("Vehicle Not Local %1", _vehicle);}; // get all hitpoints and selections and damages (getAllHitPointsDamage _vehicle) params [["_allHitPoints", []], ["_allHitPointsSelections", []], ["_allHitPointDamages", []]]; // exit if the hitpoint is not valid if ((_hitPointIndex < 0) || {_hitPointIndex >= (count _allHitPoints)}) exitWith {ERROR_2("NOT A VALID HITPOINT: %1-%2", _hitPointIndex,_vehicle);}; // save structural damage and sum of hitpoint damages private _damageOld = damage _vehicle; private _realHitpointCount = 0; private _hitPointDamageSumOld = 0; private _hitPointDamageRepaired = 0; //positive for repairs : newSum = (oldSum - repaired) { private _selectionName = _allHitPointsSelections select _forEachIndex; //Filter out all the bad hitpoints (HitPoint="" or no selection) if ((!isNil {_vehicle getHit _selectionName}) && {_x != ""}) then { _realHitpointCount = _realHitpointCount + 1; if ((((toLower _x) find "glass") == -1) && {(getText (configOf _vehicle >> "HitPoints" >> _x >> "depends")) in ["", "0"]}) then { _hitPointDamageSumOld = _hitPointDamageSumOld + (_allHitPointDamages select _forEachIndex); if (_forEachIndex == _hitPointIndex) then { _hitPointDamageRepaired = (_allHitPointDamages select _forEachIndex) - _hitPointDamage; }; }; }; } forEach _allHitPoints; // calculate new structural damage private _damageNew = (_hitPointDamageSumOld - _hitPointDamageRepaired) / _realHitpointCount; if (_hitPointDamageSumOld > 0) then { _damageNew = _damageOld * ((_hitPointDamageSumOld - _hitPointDamageRepaired) / _hitPointDamageSumOld); }; TRACE_5("structuralDamage",_damageOld,_damageNew,_hitPointDamageRepaired,_hitPointDamageSumOld,_realHitpointCount); // set new structural damage value private _damageDisabled = !isDamageAllowed _vehicle; if (_damageDisabled) then { _vehicle allowDamage true; }; _vehicle setDamage [_damageNew, _useEffects]; //Repair the hitpoint in the damages array: _allHitPointDamages set [_hitPointIndex, _hitPointDamage]; //Set the new damage for all hitpoints { _vehicle setHitIndex [_forEachIndex, _x, _useEffects]; } forEach _allHitPointDamages; // normalize hitpoints [_vehicle] call FUNC(normalizeHitPoints); if (_damageDisabled) then { _vehicle allowDamage false; };