#include "script_component.hpp" /* * 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: HitPointIndex (-1 for structural) * * Return Value: * None * * Example: * [bob, "leg", 2, kevin, "bullet", -1] call ACE_medical_fnc_handleDamage_caching * * Public: No */ params ["_unit", "_selectionName", "_damage", "_source", "_projectile", "_hitPointIndex"]; private _hitSelections = GVAR(SELECTIONS); // Calculate change in damage - use getHitIndex because selection is translated (hitdiaphragm->body) private _newDamage = _damage - (damage _unit); if (_hitPointIndex >= 0) then {_newDamage = _damage - (_unit getHitIndex _hitPointIndex)}; TRACE_7("ACE_DEBUG: HandleDamage_Caching Called",_unit, _selectionName, _damage, _source, _projectile,_hitPointIndex,_newDamage); // Check for vehicle crash private _vehicle = vehicle _unit; if ((_vehicle != _unit) && {!(_vehicle isKindOf "StaticWeapon")} && {_source in [objNull, driver _vehicle, _vehicle]} && {_projectile == ""} && {_selectionName == ""}) then { if (GVAR(enableVehicleCrashes)) then { _selectionName = selectRandom _hitSelections; _projectile = "vehiclecrash"; _this set [1, _selectionName]; _this set [4, _projectile]; }; }; // Handle falling damage private _impactVelocity = (velocity _unit) select 2; if (_impactVelocity < -5 && {_vehicle == _unit}) then { TRACE_1("Starting isFalling", time); _unit setVariable [QGVAR(isFalling), true]; _unit setVariable [QGVAR(impactVelocity), _impactVelocity]; } else { if ((_unit getVariable [QGVAR(isFalling), false]) && {diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2}) then { TRACE_1("Ending isFalling", time); _unit setVariable [QGVAR(isFalling), false]; }; }; 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; }; if (_newDamage < 0.075) then {_newDamage = 0;}; //Filter minor falling damage to non-leg hitpoints } else { if (_selectionName == "") then { _selectionName = selectRandom ["leg_l", "leg_r"]; _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 2 frames later [{ [{ params ["_unit"]; _unit setDamage 0; private _cache_params = _unit getVariable [QGVAR(cachedHandleDamageParams), []]; private _cache_damages = _unit getVariable QGVAR(cachedDamages); { (_x + [_cache_damages select _forEachIndex]) call FUNC(handleDamage_advanced); } forEach _cache_params; [_unit] call FUNC(handleDamage_advancedSetDamage); }, _this] call CBA_fnc_execNextFrame; }, _unit] call CBA_fnc_execNextFrame; _unit setVariable [QGVAR(cachedProjectiles), []]; _unit setVariable [QGVAR(cachedHitPoints), []]; _unit setVariable [QGVAR(cachedDamages), []]; _unit setVariable [QGVAR(cachedHandleDamageParams), []]; }; // Caching of the damage events if (_selectionName != "") then { private _cache_projectiles = _unit getVariable QGVAR(cachedProjectiles); private _index = _cache_projectiles find _projectile; // Check if the current projectile has already been handled once if (_index >= 0 && {_projectile != "falling"}) exitWith { private _cache_damages = _unit getVariable QGVAR(cachedDamages); private _otherDamage = (_cache_damages select _index); // Find the previous damage this projectile has done // Take the highest damage of the two if (_newDamage > _otherDamage) then { private _cache_params = _unit getVariable QGVAR(cachedHandleDamageParams); private _cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints); // Restore the damage before the previous damage was processed private _hitPoint = _cache_hitpoints select _index; private _restore = ((_unit getHitIndex _hitPoint) - _otherDamage) max 0; _unit setHitIndex [_hitPoint, _restore]; _cache_hitpoints set [_index, _hitPointIndex]; _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]; }; }; private _cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints); private _cache_damages = _unit getVariable QGVAR(cachedDamages); private _cache_params = _unit getVariable QGVAR(cachedHandleDamageParams); // This is an unhandled projectile _cache_projectiles pushBack _projectile; _cache_hitpoints pushBack _hitPointIndex; _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]; }; TRACE_8("ACE_DEBUG: HandleDamage_Caching",_unit, _newDamage, _cache_params, _cache_damages, _unit getVariable QGVAR(cachedProjectiles), _unit getVariable QGVAR(cachedHitPoints), _unit getVariable QGVAR(cachedDamages), _unit getVariable QGVAR(cachedHandleDamageParams)); _newDamage