ACE3/addons/vehicle_damage/functions/fnc_setDamage.sqf
johnb432 80b2fa9a05
Vehicle damage - Code cleanup (#9831)
* Cook-off improvements

* More changes

* Update fnc_getVehicleAmmo.sqf

* Better engine fire placement

* Update fnc_detonateAmmunition.sqf

* Update XEH_postInit.sqf

* Update fnc_getVehicleAmmo.sqf

* Update events-framework.md

* Various improvements

* Separate effect handling

* Tweaks

* Update XEH_postInit.sqf

* Prevent double ammo detonation

* Fixed objects not being able to cook-off again

* Added incendiary rounds as source of box cookoff

* Converted enable setting to bool

* Fixed brackets

* Update fnc_cookOff.sqf

* Update CfgEden.hpp

* Removed GVAR(enable), added GVAR(enableFire) back

* Vehicle damage fixes

* Made hitpoint hash common

* Update fnc_addEventHandler.sqf

* Update fnc_medicalDamage.sqf

* Update fnc_handleBail.sqf

* Changed API

* Remove `CBA_fnc_getConfigEntry` as much as possible, as it's 2x slower

* More cleanup

* More cleanup

* Fix merging issues, remove turret tossing

* Update translations

* More cleanup

* Reverted some logic back to original, minor tweaks & fixes

* Fix undefined variable

* Cleanup

* Fixed bad logic

* Update addons/vehicle_damage/script_macros.hpp

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/vehicle_damage/functions/fnc_handleDamage.sqf

* Update addons/vehicle_damage/stringtable.xml

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/vehicle_damage/stringtable.xml

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/vehicle_damage/XEH_postInit.sqf

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-08-20 16:23:21 -03:00

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#include "..\script_component.hpp"
/*
* Author: tcvm
* Sets vehicle damage based on HitIndex. Failing that it falls back to HitPoint name.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Hit point <STRING>
* 2: Hit index <NUMBER>
* 3: Damage <NUMBER>
* 4: Source of damage <OBJECT>
* 5: Person who caused damage <OBJECT>
*
* Return Value:
* None
*
* Example:
* [cursorObject, "HitEngine", 1, 0.25, player, player] call ace_vehicle_damage_fnc_setDamage
*
* Public: No
*/
params ["_vehicle", "_hitPoint", "_hitIndex", "_damage", "_source", "_instigator"];
TRACE_6("setDamage",_vehicle,_hitPoint,_hitIndex,_damage,_source,_instigator);
private _currentDamage = _vehicle getHitPointDamage _hitPoint;
if (_damage < _currentDamage) exitWith {
TRACE_3("capping damage at current",_damage,_currentDamage,_hitPoint);
};
if (_hitPoint == "#structural") then {
_hitPoint = "hithull";
_hitIndex = -1;
};
if (_hitIndex >= 0) then {
_vehicle setHitIndex [_hitIndex, _damage, true, _source, _instigator];
} else {
_vehicle setHitPointDamage [_hitPoint, _damage, true, _source, _instigator];
};
if (_hitPoint == "HitEngine" && {_damage >= 0.9}) then {
[QEGVAR(cookoff,engineFireServer), _vehicle] call CBA_fnc_serverEvent;
};