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106 lines
2.8 KiB
Plaintext
106 lines
2.8 KiB
Plaintext
/*
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* Author: KoffeinFlummi
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* My very own setHitPointDamage since BIS' one is buggy when affecting a remote unit.
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* It also doesn't change the overall damage. This does.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: HitPoint <STRING>
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* 2: Damage <NUMBER>
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* 3: Disable overall damage adjustment (optional) <BOOL>
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*
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* Return Value:
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* nil
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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#define LEGDAMAGETRESHOLD1 1
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#define LEGDAMAGETRESHOLD2 1.7
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#define ARMDAMAGETRESHOLD1 1
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#define ARMDAMAGETRESHOLD2 1.7
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private ["_unit", "_selection", "_damage", "_selections", "_damages", "_damageOld", "_damageSumOld", "_damageNew", "_damageSumNew", "_damageFinal"];
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_unit = _this select 0;
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_selection = _this select 1;
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_damage = _this select 2;
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// Unit isn't local, give function to machine where it is.
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if !(local _unit) exitWith {
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[_this, QUOTE(DFUNC(setHitPointDamage)), _unit] call EFUNC(common,execRemoteFnc);
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};
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// Check if overall damage adjustment is disabled
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if (count _this > 3 && {_this select 3}) exitWith {
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_unit setHitPointDamage [_selection, _damage];
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};
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_selections = [
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"HitHead",
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"HitBody",
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"HitLeftArm",
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"HitRightArm",
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"HitLeftLeg",
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"HitRightLeg"
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];
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if !(_selection in _selections) exitWith {
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_unit setHitPointDamage [_selection, _damage];
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};
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GVAR(unit) = _unit;
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_damages = [_selections, {GVAR(unit) getHitPointDamage _this}] call EFUNC(common,map);
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_damageOld = damage _unit;
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_damageSumOld = 0;
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{
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_damageSumOld = _damageSumOld + _x;
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} forEach _damages;
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_damageSumOld = _damageSumOld max 0.001;
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_damages set [_selections find _selection, _damage];
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_damageSumNew = 0;
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{
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_damageSumNew = _damageSumNew + _x;
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} forEach _damages;
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_damageNew = _damageSumNew / 6;
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if (_damageOld > 0) then {
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_damageNew = _damageOld * (_damageSumNew / _damageSumOld);
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};
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// prevent death
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if (_damageNew >= 0.9) then {
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_unit setDamage 0.9;
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[_unit] call FUNC(setDead);
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} else {
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_unit setDamage _damageNew;
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};
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{
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_damageFinal = (_damages select _forEachIndex);
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_unit setHitPointDamage [_x, _damageFinal];
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} forEach _selections;
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// Leg Damage
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_legdamage = (_unit getHitPointDamage "HitLeftLeg") + (_unit getHitPointDamage "HitRightLeg");
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if (_legdamage >= LEGDAMAGETRESHOLD1) then {
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if (_unit getHitPointDamage "HitLegs" != 1) then {_unit setHitPointDamage ["HitLegs", 1]};
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} else {
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if (_unit getHitPointDamage "HitLegs" != 0) then {_unit setHitPointDamage ["HitLegs", 0]};
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};
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// @todo: force prone for completely fucked up legs.
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// Arm Damage
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_armdamage = (_unit getHitPointDamage "HitLeftArm") + (_unit getHitPointDamage "HitRightArm");
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if (_armdamage >= ARMDAMAGETRESHOLD1) then {
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if (_unit getHitPointDamage "HitHands" != 1) then {_unit setHitPointDamage ["HitHands", 1]};
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} else {
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if (_unit getHitPointDamage "HitHands" != 0) then {_unit setHitPointDamage ["HitHands", 0]};
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};
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// @todo: Drop weapon for full damage.
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