ACE3/addons/medical/functions/fnc_handleDamage_caching.sqf
2015-04-03 21:59:47 +02:00

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