mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
90 lines
2.7 KiB
Plaintext
90 lines
2.7 KiB
Plaintext
/*
|
|
* Author: KoffeinFlummi, Glowbal
|
|
* Main HandleDamage EH function.
|
|
*
|
|
* Arguments:
|
|
* 0: Unit That Was Hit <OBJECT>
|
|
* 1: Name Of Hit Selection <STRING>
|
|
* 2: Amount Of Damage <NUMBER>
|
|
* 3: Shooter <OBJECT>
|
|
* 4: Projectile <OBJECT/STRING>
|
|
*
|
|
* Return Value:
|
|
* Damage To Be Inflicted <NUMBER>
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
#include "script_component.hpp"
|
|
|
|
private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn", "_typeOfDamage"];
|
|
_unit = _this select 0;
|
|
_selection = _this select 1;
|
|
_damage = _this select 2;
|
|
_shooter = _this select 3;
|
|
_projectile = _this select 4;
|
|
|
|
if !(local _unit) exitWith {nil};
|
|
|
|
if (typeName _projectile == "OBJECT") then {
|
|
_projectile = typeOf _projectile;
|
|
_this set [4, _projectile];
|
|
};
|
|
|
|
// If the damage is being weird, we just tell it to fuck off.
|
|
if !(_selection in (GVAR(SELECTIONS) + [""])) exitWith {0};
|
|
|
|
_damageReturn = _damage;
|
|
if (GVAR(level) < 2) then {
|
|
if ([_unit] call EFUNC(common,isPlayer)) then {
|
|
_this set [2, _damage / (GVAR(playerDamageThreshold) max 0.01)];
|
|
} else {
|
|
_this set [2, _damage / (GVAR(AIDamageThreshold) max 0.01)];
|
|
};
|
|
|
|
_damageReturn = _this call FUNC(handleDamage_basic);
|
|
};
|
|
|
|
if (GVAR(level) >= 2) then {
|
|
if !([_unit] call FUNC(hasMedicalEnabled)) exitwith {
|
|
// Because of the config changes, we cannot properly disable the medical system for a unit.
|
|
// lets use basic for the time being..
|
|
_damageReturn = _this call FUNC(handleDamage_basic);
|
|
};
|
|
_newDamage = _this call FUNC(handleDamage_caching);
|
|
|
|
if (_damageReturn > 0.9) then {
|
|
|
|
_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage);
|
|
|
|
_typeIndex = (GVAR(allAvailableDamageTypes) find _typeOfDamage);
|
|
_minLethalDamage = 0.01;
|
|
if (_typeIndex >= 0) then {
|
|
_minLethalDamage = GVAR(minLethalDamages) select _typeIndex;
|
|
};
|
|
|
|
if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)} && {_selection in ["", "head", "body"]}) then {
|
|
if ([_unit] call FUNC(setDead)) then {
|
|
_damageReturn = 1;
|
|
} else {
|
|
_damageReturn = 0.89;
|
|
};
|
|
} else {
|
|
_damageReturn = 0.89;
|
|
};
|
|
};
|
|
};
|
|
[_unit] call FUNC(addToInjuredCollection);
|
|
|
|
if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) && {_damageReturn >= 0.9} && {_selection in ["", "head", "body"]}) exitWith {
|
|
if (vehicle _unit != _unit and {damage _vehicle >= 1}) then {
|
|
// @todo
|
|
// [_unit] call FUNC(unload);
|
|
};
|
|
[_unit] call FUNC(setDead);
|
|
|
|
0.89
|
|
};
|
|
|
|
_damageReturn
|