/* * Author: KoffeinFlummi, Glowbal * Cache a handleDamage call to execute it 3 frames later * * Arguments: * 0: Unit That Was Hit * 1: Name Of Hit Selection * 2: Amount Of Damage * 3: Shooter * 4: Projectile * 5: Current damage to be returned * * Return Value: * * * Public: No */ #include "script_component.hpp" private ["_unit", "_selectionName", "_damage", "_source", "_projectile", "_hitSelections", "_hitPoints", "_impactVelocity", "_newDamage", "_cache_hitpoints", "_cache_projectiles", "_cache_params", "_cache_damages"]; _unit = _this select 0; _selectionName = _this select 1; _damage = _this select 2; _source = _this select 3; _projectile = _this select 4; _hitSelections = GVAR(SELECTIONS); _hitPoints = GVAR(HITPOINTS); // Calculate change in damage. _newDamage = _damage - (damage _unit); if (_selectionName in _hitSelections) then { _newDamage = _damage - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selectionName))); }; //_damage = _damage + _newDamage; // Check for vehicle crash if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _source} && {_projectile == ""} && {_selectionName == ""}) then { if (GVAR(enableVehicleCrashes)) then { _selectionName = _hitSelections select (floor(random(count _hitSelections))); _projectile = "vehiclecrash"; _this set [1, _selectionName]; _this set [4, _projectile]; }; }; // Handle falling damage _impactVelocity = (velocity _unit) select 2; if (_impactVelocity < -5 && {vehicle _unit == _unit}) then { _unit setVariable [QGVAR(isFalling), true]; _unit setVariable [QGVAR(impactVelocity), _impactVelocity]; }; if (_unit getVariable [QGVAR(isFalling), false]) then { if !(_selectionName in ["", "leg_l", "leg_r"]) then { if (_selectionName == "body") then { _newDamage = _newDamage * abs(_unit getVariable [QGVAR(impactVelocity), _impactVelocity]) / 50; } else { _newDamage = _newDamage * 0.5; }; } else { if (_selectionName == "") then { _selectionName = ["leg_l", "leg_r"] select (floor(random 2)); _this set [1, _selectionName]; }; _newDamage = _newDamage * 0.7; }; _projectile = "falling"; _this set [4, "falling"]; }; // Finished with the current frame, reset variables // Note: sometimes handleDamage spans over 2 or even 3 frames. if (diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2) then { _unit setVariable [QGVAR(frameNo_damageCaching), diag_frameno]; // handle the cached damages 3 frames later [{ private ["_args", "_params"]; _args = _this select 0; if (diag_frameno > (_args select 1) + 2) then { (_args select 0) setDamage 0; _cache_params = (_args select 0) getVariable [QGVAR(cachedHandleDamageParams), []]; _cache_damages = (_args select 0) getVariable QGVAR(cachedDamages); { _params = _x + [_cache_damages select _foreachIndex]; _params call FUNC(handleDamage_advanced); }foreach _cache_params; [(_args select 0)] call FUNC(handleDamage_advancedSetDamage); [(_this select 1)] call cba_fnc_removePerFrameHandler; }; }, 0, [_unit, diag_frameno] ] call CBA_fnc_addPerFrameHandler; _unit setVariable [QGVAR(cachedProjectiles), []]; _unit setVariable [QGVAR(cachedHitPoints), []]; _unit setVariable [QGVAR(cachedDamages), []]; _unit setVariable [QGVAR(cachedHandleDamageParams), []]; }; // Caching of the damage events if (_selectionName != "") then { _cache_projectiles = _unit getVariable QGVAR(cachedProjectiles); private ["_index","_otherDamage"]; _index = _cache_projectiles find _projectile; // Check if the current projectile has already been handled once if (_index >= 0 && {_projectile != "falling"}) exitwith { _cache_damages = _unit getVariable QGVAR(cachedDamages); // Find the previous damage this projectile has done _otherDamage = (_cache_damages select _index); // Take the highest damage of the two if (_newDamage > _otherDamage) then { _cache_params = _unit getVariable QGVAR(cachedHandleDamageParams); _cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints); private ["_hitPoint", "_restore"]; // Restore the damage before the previous damage was processed _hitPoint = _cache_hitpoints select _index; _restore = ((_unit getHitPointDamage _hitPoint) - _otherDamage) max 0; _unit setHitPointDamage [_hitPoint, _restore]; _cache_hitpoints set [_index, (_hitPoints select (_hitSelections find _selectionName))]; _cache_damages set [_index, _newDamage]; _cache_params set[_index, _this]; _unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles]; _unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints]; _unit setVariable [QGVAR(cachedDamages), _cache_damages]; _unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params]; }; }; _cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints); _cache_damages = _unit getVariable QGVAR(cachedDamages); _cache_params = _unit getVariable QGVAR(cachedHandleDamageParams); // This is an unhandled projectile _cache_projectiles pushBack _projectile; _cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName)); _cache_damages pushBack _newDamage; _cache_params pushBack _this; // Store the new cached values _unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles]; _unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints]; _unit setVariable [QGVAR(cachedDamages), _cache_damages]; _unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params]; }; _newDamage;