/* * 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","_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; _returnDamage = _this select 5; _hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"]; _hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"]; // Calculate change in damage. _newDamage = _damage - (damage _unit); if (_selectionName in _hitSelections) then { _newDamage = _damage - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selectionName))); }; // we want to move damage to another selection; have to do it ourselves. // this is only the case for limbs, so this will not impact the killed EH. if (_selectionName != (_this select 1)) then { _unit setHitPointDamage [_hitPoints select (_hitSelections find _selectionName), _damage + _newDamage]; _newDamage = 0; }; _damage = _damage + _newDamage; // From AGM medical: // Exclude falling damage to everything other than legs; reduce structural damage. if (((velocity _unit) select 2 < -5) && (vehicle _unit == _unit)) then { _unit setVariable [QGVAR(isFalling), True]; }; if (_unit getVariable [QGVAR(isFalling), false] && !(_selectionName in ["", "leg_l", "leg_r"])) exitWith {}; if (_unit getVariable [QGVAR(isFalling), false]) then { _newDamage = _newDamage * 0.7; }; // 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","_unit","_frameNo"]; _args = _this select 0; _unit = _args select 0; _frameNo = _args select 1; if (diag_frameno > _frameNo + 2) then { _cache_projectiles = _unit getVariable [QGVAR(cachedProjectiles), []]; _cache_hitpoints = _unit getVariable [QGVAR(cachedHitPoints), []]; _cache_damages = _unit getVariable [QGVAR(cachedDamages), []]; _cache_params = _unit getVariable [QGVAR(cachedHandleDamageParams), []]; { if (typeName _x == typeName "") then { (_cache_params select _foreachIndex) call FUNC(handleDamage_advanced); }; }foreach _cache_projectiles; [(_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), []]; }; // Make sure there's only one damaged selection per projectile per frame. _cache_projectiles = _unit getVariable QGVAR(cachedProjectiles); _cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints); _cache_damages = _unit getVariable QGVAR(cachedDamages); _cache_params = _unit getVariable QGVAR(cachedHandleDamageParams); // Caching of the damage events if (_selectionName != "") then { // Check if the current projectile has already been handled once if (_projectile in _cache_projectiles) then { private ["_index","_otherDamage"]; // if it has been handled, find the index in the cache _index = _cache_projectiles find _projectile; // Find the previous damage this projectile has done _otherDamage = (_cache_damages select _index); // Take the highest damage of the two if (_otherDamage > _newDamage) then { _newDamage = 0; } else { 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]; // Make entry unfindable and add the new damage cache _cache_projectiles set [_index, objNull]; _cache_projectiles pushBack _projectile; _cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName)); _cache_damages pushBack _newDamage; _cache_params pushBack [_unit, _selectionName, _damage, _source, _projectile, _returnDamage]; }; } else { // This is an unhandled projectile _cache_projectiles pushBack _projectile; _cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName)); _cache_damages pushBack _newDamage; _cache_params pushBack [_unit, _selectionName, _damage, _source, _projectile, _returnDamage]; }; }; // 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];