/* * Author: KoffeinFlummi, Glowbal, commy2 * Main HandleDamage EH function. * * Arguments: * 0: Unit That Was Hit * 1: Name Of Hit Selection * 2: Amount Of Damage * 3: Shooter * 4: Projectile * * Return Value: * Damage To Be Inflicted * * Public: No */ #include "script_component.hpp" params ["_unit", "_selection", "_damage", "_shooter", "_projectile"]; // bug, apparently can fire for remote units in special cases if !(local _unit) exitWith { #ifdef DEBUG_ENABLED_MEDICAL ACE_LOGDEBUG_3("HandleDamage on remote unit! - %1 - %2 - %3", diag_frameno, _unit, isServer); #endif nil }; private ["_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_typeIndex", "_preventDeath"]; // bug, assumed fixed, @todo excessive testing, if nothing happens remove /*if (typeName _projectile == "OBJECT") then { _projectile = typeOf _projectile; _this set [4, _projectile]; };*/ #ifdef DEBUG_ENABLED_MEDICAL ACE_LOGDEBUG_3("HandleDamage - %1 - %2 - %3", diag_frameno, _selection, _damage); #endif // If damage is in dummy hitpoints, "hands" and "legs", don't change anything if (_selection == "hands") exitWith {_unit getHit "hands"}; if (_selection == "legs") exitWith {_unit getHit "legs"}; // If the damage is being weird, we just tell it to fuck off. Ignore: "hands", "legs", "?" if (_selection != "" && {!(_selection in GVAR(SELECTIONS))}) exitWith {0}; //@todo "neck", "pelvis", "spine1", "spine2", "spine3" // Exit if we disable damage temporarily if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith { if (_selection == "") then { damage _unit } else { _unit getHit _selection }; #ifdef DEBUG_ENABLED_MEDICAL ACE_LOGDEBUG_3("HandleDamage damage disabled. - %1 - %2 - %3", diag_frameno, _unit, _selection); #endif }; //if (true) exitWith {nil};// // Get return damage _damageReturn = _damage; _newDamage = _this call FUNC(handleDamage_caching); // handleDamage_caching may have modified the projectile string _typeOfDamage = [_projectile] call FUNC(getTypeOfDamage); _typeIndex = (GVAR(allAvailableDamageTypes) find _typeOfDamage); _minLethalDamage = if (_typeIndex >= 0) then { GVAR(minLethalDamages) select _typeIndex } else { 0.01 }; if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _shooter} && {_projectile == ""} && {_selection == ""}) then { if (GVAR(enableVehicleCrashes)) then { _selection = GVAR(SELECTIONS) select (floor(random(count GVAR(SELECTIONS)))); }; }; if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)}) then { if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)])) exitwith { _damageReturn = 0.9; }; if ([_unit] call FUNC(setDead)) then { _damageReturn = 1; } else { _damageReturn = _damageReturn min 0.89; }; } else { _damageReturn = _damageReturn min 0.89; }; [_unit] call FUNC(addToInjuredCollection); if (_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) exitWith { if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then { [_unit] call EFUNC(common,unloadPerson); }; private "_delayedUnconsicous"; _delayedUnconsicous = false; if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then { [_unit] call EFUNC(common,unloadPerson); _delayedUnconsicous = true; }; if (_damageReturn >= 0.9 && {_selection in ["", "head", "body"]}) exitWith { if (_unit getvariable ["ACE_isUnconscious", false]) exitwith { [_unit] call FUNC(setDead); 0.89; }; if (_delayedUnconsicous) then { [{ [_this select 0, true] call FUNC(setUnconscious); }, [_unit], 0.7, 0] call EFUNC(common,waitAndExec); } else { [{ [_this select 0, true] call FUNC(setUnconscious); }, [_unit]] call EFUNC(common,execNextFrame); }; 0.89; }; _damageReturn min 0.89; }; if (((_unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)]) > 0) && {_damageReturn >= 0.9} && {_selection in ["", "head", "body"]}) exitWith { if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then { [_unit] call EFUNC(common,unloadPerson); }; [_unit] call FUNC(setDead); 0.89; }; _damageReturn