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* Tidy handle damage code * Fix environmental damage conditions - Vehicle damage would never occur because it doesn't fire all the hitpoints - Missing sanity check on fall damage to check that unit isn't in a vehicle - Getting hit by a vehicle while on foot can be detected by checking for a shooter * Improve collision handling - All collisions have a `_shooter` so we simply first check for that because burning doesn't and it could happen at any velocity - We don't actually care what caused the collision because they should all cause the same type of wounding - The exception is fall damage because we want to prioritise wounding the legs, we assume if the `_unit` had downward velocity and `_shooter == _unit` that it was fall damage (not necessarily always true, but almost always is and there doesn't look to be a more specific way to check). |
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.. | ||
functions | ||
$PBOPREFIX$ | ||
CfgActions.hpp | ||
CfgEventHandlers.hpp | ||
CfgExtendedAnimation.hpp | ||
CfgMoves.hpp | ||
CfgVehicles.hpp | ||
CfgWeapons.hpp | ||
config.cpp | ||
README.md | ||
script_component.hpp | ||
script_macros_config.hpp | ||
script_macros_medical.hpp | ||
XEH_postInit.sqf | ||
XEH_preInit.sqf | ||
XEH_PREP.hpp | ||
XEH_preStart.sqf |