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146 lines
5.9 KiB
Plaintext
146 lines
5.9 KiB
Plaintext
/*
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* Author: KoffeinFlummi, Glowbal
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* Cache a handleDamage call to execute it 3 frames later
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Hit Selection <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Shooter <OBJECT>
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* 4: Projectile <STRING>
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* 5: Current damage to be returned <NUMBER>
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*
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* Return Value:
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* <nil>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_unit", "_selectionName","_damage", "_source","_projectile","_hitSelections","_hitPoints","_newDamage","_cache_hitpoints","_cache_projectiles","_cache_params","_cache_damages"];
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_unit = _this select 0;
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_selectionName = _this select 1;
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_damage = _this select 2;
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_source = _this select 3;
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_projectile = _this select 4;
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_hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
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_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
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// Calculate change in damage.
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_newDamage = _damage - (damage _unit);
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if (_selectionName in _hitSelections) then {
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_newDamage = _damage - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selectionName)));
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};
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// we want to move damage to another selection; have to do it ourselves.
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// this is only the case for limbs, so this will not impact the killed EH.
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if (_selectionName != (_this select 1)) then {
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_unit setHitPointDamage [_hitPoints select (_hitSelections find _selectionName), _damage + _newDamage];
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_newDamage = 0;
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};
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// ??????
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_damage = _damage + _newDamage;
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// Check for vehicle crash
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if (vehicle _unit != _unit && !(vehicle _unit isKindOf "StaticWeapon") && {isNull _source} && {_projectile == ""} && {_selectionName == ""}) then {
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if (missionNamespace getvariable [QGVAR(allowVehicleCrashDamage), true]) then {
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_selectionName = _hitSelections select (floor(random(count _hitSelections)));
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_projectile = "vehiclecrash";
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};
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};
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// From AGM medical:
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// Exclude falling damage to everything other than legs; reduce structural damage.
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if (((velocity _unit) select 2 < -5) && (vehicle _unit == _unit)) then {
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_unit setVariable [QGVAR(isFalling), True];
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};
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if (_unit getVariable [QGVAR(isFalling), false] && !(_selectionName in ["", "leg_l", "leg_r"])) exitWith {};
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if (_unit getVariable [QGVAR(isFalling), false]) then {
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_newDamage = _newDamage * 0.7;
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};
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// Finished with the current frame, reset variables
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// Note: sometimes handleDamage spans over 2 or even 3 frames.
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if (diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2) then {
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_unit setVariable [QGVAR(frameNo_damageCaching), diag_frameno];
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// handle the cached damages 3 frames later
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[{
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private ["_args","_unit","_frameNo"];
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_args = _this select 0;
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_unit = _args select 0;
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_frameNo = _args select 1;
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if (diag_frameno > _frameNo + 2) then {
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_cache_projectiles = _unit getVariable [QGVAR(cachedProjectiles), []];
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_cache_hitpoints = _unit getVariable [QGVAR(cachedHitPoints), []];
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_cache_damages = _unit getVariable [QGVAR(cachedDamages), []];
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_cache_params = _unit getVariable [QGVAR(cachedHandleDamageParams), []];
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{
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if (typeName _x == typeName "") then {
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(_cache_params select _foreachIndex) call FUNC(handleDamage_advanced);
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};
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}foreach _cache_projectiles;
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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}, 0, [_unit, diag_frameno] ] call CBA_fnc_addPerFrameHandler;
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_unit setVariable [QGVAR(cachedProjectiles), []];
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_unit setVariable [QGVAR(cachedHitPoints), []];
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_unit setVariable [QGVAR(cachedDamages), []];
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_unit setVariable [QGVAR(cachedHandleDamageParams), []];
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};
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// Make sure there's only one damaged selection per projectile per frame.
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_cache_projectiles = _unit getVariable QGVAR(cachedProjectiles);
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_cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints);
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_cache_damages = _unit getVariable QGVAR(cachedDamages);
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_cache_params = _unit getVariable QGVAR(cachedHandleDamageParams);
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// Caching of the damage events
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if (_selectionName != "") then {
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// Check if the current projectile has already been handled once
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if (_projectile in _cache_projectiles) then {
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private ["_index","_otherDamage"];
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// if it has been handled, find the index in the cache
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_index = _cache_projectiles find _projectile;
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// Find the previous damage this projectile has done
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_otherDamage = (_cache_damages select _index);
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// Take the highest damage of the two
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if (_otherDamage > _newDamage) then {
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_newDamage = 0;
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} else {
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private ["_hitPoint", "_restore"];
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// Restore the damage before the previous damage was processed
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_hitPoint = _cache_hitpoints select _index;
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_restore = ((_unit getHitPointDamage _hitPoint) - _otherDamage) max 0;
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_unit setHitPointDamage [_hitPoint, _restore];
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// Make entry unfindable and add the new damage cache
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_cache_projectiles set [_index, objNull];
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_cache_projectiles pushBack _projectile;
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_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
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_cache_damages pushBack _newDamage;
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_cache_params pushBack [_unit, _selectionName, _damage, _source, _projectile];
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};
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} else {
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// This is an unhandled projectile
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_cache_projectiles pushBack _projectile;
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_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
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_cache_damages pushBack _newDamage;
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_cache_params pushBack [_unit, _selectionName, _damage, _source, _projectile];
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};
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};
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// Store the new cached values
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_unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles];
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_unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints];
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_unit setVariable [QGVAR(cachedDamages), _cache_damages];
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_unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params];
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