/* * 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 * 5: HitPointIndex (-1 for structural) * * Return Value: * Damage To Be Inflicted * * Public: No */ #include "script_component.hpp" params ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_hitPointIndex"]; TRACE_5("ACE_DEBUG: HandleDamage Called",_unit, _selection, _damage, _shooter, _projectile); // bug, apparently can fire for remote units in special cases if !(local _unit) exitWith { TRACE_2("ACE_DEBUG: HandleDamage on remote unit!",_unit, isServer); nil }; private ["_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_typeIndex", "_preventDeath"]; // bug, assumed fixed, @todo excessive testing, if nothing happens remove if (_projectile isEqualType objNull) then { _projectile = typeOf _projectile; _this set [4, _projectile]; }; TRACE_3("ACE_DEBUG: HandleDamage",_selection,_damage,_unit); // 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 (_selection == "arms") exitWith {_unit getHit "arms"}; // Deal with the new hitpoint and selection names introduced with Arma v1.50 and later. // This will convert new selection names into selection names that the medical system understands // TODO This should be cleaned up when we revisit the medical system at a later stage // and instead we should deal with the new hitpoints directly _selection = [_unit, _selection, _hitPointIndex] call FUNC(translateSelections); _this set [1, _selection]; // ensure that the parameters are set correctly // If the damage is being weird, we just tell it to fuck off. Ignore: "hands", "legs", "arms" if (_selection != "" && {!(_selection in GVAR(SELECTIONS))}) exitWith {0}; // Exit if we disable damage temporarily if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith { TRACE_3("ACE_DEBUG: HandleDamage damage disabled.",_selection,damage _unit,_unit); if (_selection == "") then { damage _unit } else { _unit getHit _selection }; }; // Get return damage _damageReturn = _damage; _newDamage = _this call FUNC(handleDamage_caching); // handleDamage_caching may have modified the projectile string _typeOfDamage = [_projectile] call FUNC(getTypeOfDamage); TRACE_3("ACE_DEBUG: HandleDamage caching new damage",_selection,_newDamage,_unit); _typeIndex = (GVAR(allAvailableDamageTypes) find _typeOfDamage); _minLethalDamage = if (_typeIndex >= 0) then { GVAR(minLethalDamages) select _typeIndex } else { 0.01 }; private _vehicle = vehicle _unit; private _effectiveSelectionName = _selection; if ((_vehicle != _unit) && {!(_vehicle isKindOf "StaticWeapon")} && {_shooter in [objNull, driver _vehicle, _vehicle]} && {_projectile == ""} && {_selection == ""}) then { if (GVAR(enableVehicleCrashes)) then { _effectiveSelectionName = _this select 1; //pull random selection from HDC }; }; if ((_minLethalDamage <= _newDamage) && {[_unit, [_effectiveSelectionName] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)}) then { if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)])) exitwith { _damageReturn = 0.9; }; if ([_unit, false, true] 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 { private _delayedUnconsicous = false; if (_vehicle != _unit and {damage _vehicle >= 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, false, true] call FUNC(setDead); 0.89; }; if (_delayedUnconsicous) then { [{ [_this select 0, true] call FUNC(setUnconscious); }, [_unit], 0.7] call EFUNC(common,waitAndExecute); } 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, false, true] call FUNC(setDead); 0.89; }; TRACE_3("ACE_DEBUG: HandleDamage damage return",_selection,_damageReturn,_unit); _damageReturn