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80b2fa9a05
* 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>
105 lines
3.2 KiB
Plaintext
105 lines
3.2 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: tcvm
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* Process vehicle hit.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Hit point <STRING>
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* 2: Hit index <NUMBER>
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* 3: Selection <STIRNG>
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* 4: Added damage to part <NUMBER>
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* 5: Projectile <OBJECT>
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* 6: Source of damage <OBJECT>
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* 7: Person who caused damage <OBJECT>
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*
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* Return Value:
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* Whether or not to continue handling last frame's damage <BOOL>
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*
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* Example:
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* [ace_vehicle_damage_fnc_handleVehicleDamage, [cursorObject, "HitEngine", 12, "hit_engine_point", 0.25, projectile, player, player]] call CBA_fnc_execNextFrame
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*
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* Public: No
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*/
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params ["_vehicle", "_hitPoint", "_hitIndex", "_selection", "_addedDamage", "_projectile", "_source", "_instigator"];
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TRACE_8("handleVehicleDamage",_vehicle,_hitPoint,_hitIndex,_selection,_addedDamage,_projectile,_source,_instigator);
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if (!alive _vehicle) exitWith {
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private _handleDamageEH = _vehicle getVariable [QGVAR(handleDamage), nil];
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if (!isNil "_handleDamageEH") then {
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_vehicle removeEventHandler ["HandleDamage", _handleDamageEH];
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};
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TRACE_1("vehicle no longer alive",_vehicle);
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false
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};
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_hitPoint = toLowerANSI _hitPoint;
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private _hitPointHash = GVAR(vehicleClassesHitPointHash) getOrDefault [typeOf _vehicle, createHashMap];
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private _type = (_hitPointHash getOrDefault [_hitPoint, []]) select 0;
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// Generic structural damage will be transfered into hull damage for simulation's sake
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private _structural = false;
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if (_selection == "") then {
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_type = "hull";
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_hitPoint = "hithull";
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_structural = true;
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TRACE_1("structural damage",_selection);
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_addedDamage = abs _addedDamage;
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};
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if (isNil "_type") exitWith {
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TRACE_1("no relevant hitpoints hit, exiting",_hitPoint);
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true
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};
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// Ignore multiple hits at the same time
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private _ignoreHit = false;
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private _ignoreBailCheck = false;
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private _multHit = _vehicle getVariable [QGVAR(hitTime), nil];
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if (isNil "_multHit") then {
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_vehicle setVariable [QGVAR(hitTime), [CBA_missionTime, _source, [_hitPoint]]];
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} else {
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private _hitPointInOldArray = _hitPoint in (_multHit select 2);
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private _withinTime = (CBA_missionTime <= (_multHit select 0) + CONST_TIME) && {_source == (_multHit select 1)};
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if (_hitPointInOldArray && _withinTime) then {
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_ignoreHit = true;
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} else {
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// If the hitpoint isnt in the old array then that means that the time expired and a new array should be generated
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if (!_hitPointInOldArray) then {
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private _oldHitPoints = _multHit select 2;
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_oldHitPoints pushBack _hitPoint;
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_vehicle setVariable [QGVAR(hitTime), [CBA_missionTime, _source, _oldHitPoints]];
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_ignoreBailCheck = true;
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} else {
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_vehicle setVariable [QGVAR(hitTime), [CBA_missionTime, _source, [_hitPoint]]];
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};
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};
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};
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if (_ignoreHit && !_structural) exitWith {
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TRACE_3("ignoring multiple hits done to vehicle",_vehicle,_source,_hitPoint);
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true
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};
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TRACE_3("processing hit done to vehicle",_vehicle,_source,CBA_missionTime);
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if !([_vehicle, _hitPoint, _hitIndex, _addedDamage, _projectile, _source, _instigator] call FUNC(processHit)) exitWith {false};
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if (!_ignoreBailCheck) then {
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_vehicle call FUNC(handleBail);
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};
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true
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