ACE3/addons/vehicle_damage/functions/fnc_handleVehicleDamage.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: tcvm
* Process vehicle hit.
*
* Arguments:
* 0: The vehicle <OBJECT>
* 1: The hitpoint which got hit <STRING>
* 2: The index of what got hit <NUMBER>
* 3: The damage that the new part took <NUMBER>
* 4: Person who hit vehicle <OBJECT>
* 5: Damage before hit <NUMBER>
* 6: Damage after hit <NUMBER>
* 7: Projectile <OBJECT>
* 8: Selection that got hit <STIRNG>
*
* Return Value:
* Whether or not to continue handling last frame's damage
*
* Example:
* [ace_vehicle_damage_fnc_handleTankDamage, tank1, "Hit_Engine", 12]] call CBA_fnc_execNextFrame
*
* Public: No
*/
params["_vehicle", "_hitPoint", "_hitIndex", "_injurer", "_oldDamage", "_newDamage", "_projectile", "_selection"];
TRACE_6("handleVehicleDamage",_vehicle,_hitPoint,_hitIndex,_injurer,_oldDamage,_newDamage);
if !(alive _vehicle) exitWith {
private _eventHandler = _vehicle getVariable[QGVAR(handleDamage), nil];
if !(isNil "_eventHandler") then {
_vehicle removeEventHandler ["handleDamage", _eventHandler];
};
LOG_1("Vehicle [%1] no longer alive",_vehicle);
true
};
_hitPoint = toLower _hitPoint;
private _hitpointHash = _vehicle getVariable [QGVAR(hitpointHash), []];
private _type = if (_hitpointHash isEqualTo []) then {
"exit"
} else {
([_hitpointHash, _hitPoint] call CBA_fnc_hashGet) select 0
};
if (isNil "_type") then {
_type = "exit";
};
// generic structural damage will be transfered into hull damage for simulation's sake
private _structural = false;
if (_selection isEqualTo "") then {
_type = "hull";
_hitPoint = "hithull";
_structural = true;
TRACE_1("structural damage",_selection);
_newDamage = abs _newDamage;
};
if (_type isEqualTo "exit") exitWith { LOG_1("No relevant hitpoints hit [%1]. Exiting",_hitPoint); true };
// Ignore multiple hits at the same time
private _ignoreHit = false;
private _ignoreBailCheck = false;
private _multHit = _vehicle getVariable [QGVAR(hitTime), nil];
if (isNil "_multHit") then {
_vehicle setVariable[QGVAR(hitTime), [CBA_missionTime, _injurer, [_hitPoint]]];
} else {
private _hitPointInOldArray = _hitPoint in (_multHit select 2);
private _withinTime = (CBA_missionTime <= (_multHit select 0) + CONST_TIME) && { _injurer == (_multHit select 1) };
if (_hitPointInOldArray && _withinTime) then {
_ignoreHit = true;
} else {
// If the hitpoint isnt in the old array then that means that the time expired and a new array should be generated
if !(_hitPointInOldArray) then {
private _oldHitPoints = _multHit select 2;
_oldHitPoints pushBack _hitPoint;
_vehicle setVariable [QGVAR(hitTime), [CBA_missionTime, _injurer, _oldHitPoints]];
_ignoreBailCheck = true;
} else {
_vehicle setVariable [QGVAR(hitTime), [CBA_missionTime, _injurer, [_hitPoint]]];
};
};
};
if (_ignoreHit && !_structural) exitWith {
LOG_3("Ignoring multiple hits done to vehicle [%1] by [%2] -- hitpoint [%3].",_vehicle,_injurer,_hitPoint);
true
};
LOG_3("Processing hit done to vehicle [%1] by [%2] at time [%3].",_vehicle,_injurer,CBA_missionTime);
if !([_vehicle, _projectile, _hitIndex, _newDamage, [_hitpointHash, _hitPoint] call CBA_fnc_hashGet, _injurer] call FUNC(processHit)) exitWith { false };
private _canMove = _vehicle getVariable[QGVAR(canMove), true];
private _canShoot = _vehicle getVariable[QGVAR(canShoot), true];
if !(_ignoreBailCheck) then {
[_vehicle, _canMove, _canShoot] call FUNC(handleBail);
};
true