ACE3/addons/vehicle_damage/functions/fnc_addEventHandler.sqf
johnb432 80b2fa9a05
Vehicle damage - Code cleanup (#9831)
* Cook-off improvements

* More changes

* Update fnc_getVehicleAmmo.sqf

* Better engine fire placement

* Update fnc_detonateAmmunition.sqf

* Update XEH_postInit.sqf

* Update fnc_getVehicleAmmo.sqf

* Update events-framework.md

* Various improvements

* Separate effect handling

* Tweaks

* Update XEH_postInit.sqf

* Prevent double ammo detonation

* Fixed objects not being able to cook-off again

* Added incendiary rounds as source of box cookoff

* Converted enable setting to bool

* Fixed brackets

* Update fnc_cookOff.sqf

* Update CfgEden.hpp

* Removed GVAR(enable), added GVAR(enableFire) back

* Vehicle damage fixes

* Made hitpoint hash common

* Update fnc_addEventHandler.sqf

* Update fnc_medicalDamage.sqf

* Update fnc_handleBail.sqf

* Changed API

* Remove `CBA_fnc_getConfigEntry` as much as possible, as it's 2x slower

* More cleanup

* More cleanup

* Fix merging issues, remove turret tossing

* Update translations

* More cleanup

* Reverted some logic back to original, minor tweaks & fixes

* Fix undefined variable

* Cleanup

* Fixed bad logic

* Update addons/vehicle_damage/script_macros.hpp

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/vehicle_damage/functions/fnc_handleDamage.sqf

* Update addons/vehicle_damage/stringtable.xml

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/vehicle_damage/stringtable.xml

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/vehicle_damage/XEH_postInit.sqf

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-08-20 16:23:21 -03:00

138 lines
4.2 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: tcvm, johnb43
* Adds the event handler to a vehicle.
*
* Arguments:
* 0: Vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* cursorObject call ace_vehicle_damage_fnc_addEventHandler
*
* Public: No
*/
params ["_vehicle"];
TRACE_2("addEventHandler",_vehicle,GVAR(enabled));
if (!GVAR(enabled)) exitWith {
#ifdef DEBUG_MODE_FULL
[CBA_fnc_notify, ["Warning: Vehicle Damage not enabled", 2], 5] call CBA_fnc_waitAndExecute;
#endif
};
if (!isNil {_vehicle getVariable QGVAR(handleDamage)}) exitWith {};
_vehicle allowCrewInImmobile true;
// No clue why, but for some reason this needs to be exec'd next frame or else it isn't the last event handler in the system.
// Maybe its overridden somewhere else, but this makes sure it is the last one
[{
params ["_vehicle"];
if (!isNil {_vehicle getVariable QGVAR(handleDamage)}) exitWith {};
TRACE_1("added eh",_vehicle);
_vehicle setVariable [QGVAR(hitHash), createHashMap];
_vehicle setVariable [QGVAR(handleDamage), _vehicle addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}]];
}, _vehicle] call CBA_fnc_execNextFrame;
private _typeOf = typeOf _vehicle;
if (_typeOf in GVAR(vehicleClassesHitPointHash)) exitWith {};
private _hitPointHash = createHashMap;
private _vehicleConfig = configOf _vehicle;
private _hitPointsConfig = _vehicleConfig >> "HitPoints";
// Add hitpoint names to config for quick lookup
{
_x params ["_hitPoints", "_hitArea"];
{
_hitPointHash set [toLowerANSI _x, [_hitArea, abs getNumber (_hitPointsConfig >> _x >> "minimalHit")]];
} forEach _hitPoints;
} forEach ALL_HITPOINTS;
// Gun and turret hitpoints aren't hardcoded anymore - dig through config to find correct names
private _fnc_iterateThroughConfig = {
params ["_config"];
TRACE_1("checking config",_config);
private _configName = toLowerANSI configName _config;
private _isGun = getNumber (_config >> "isGun") == 1;
private _isTurret = getNumber (_config >> "isTurret") == 1;
private _isEra = _configName in _eraHitpoints;
private _isSlat = _configName in _slatHitpoints;
private _isMisc = false;
// Prevent incompatibilites with old mods
if (_configName == "hitturret") then {
_isTurret = true;
};
if (_configName == "hitgun") then {
_isGun = true;
};
{
_x params ["_hitArea", "_hitPoints"];
if (_configName in _hitPoints) then {
_hitPointHash set [_configName, [_hitArea, abs getNumber (_config >> "minimalHit")]];
_isMisc = true;
};
} forEach _hitPointAliases;
if (_isGun || _isTurret || _isEra || _isSlat || _isMisc) then {
if (_isGun) then {
_hitPointHash set [_configName, ["gun", abs getNumber (_config >> "minimalHit")]];
};
if (_isTurret) then {
_hitPointHash set [_configName, ["turret", abs getNumber (_config >> "minimalHit")]];
};
if (_isEra) then {
_hitPointHash set [_configName, ["era", abs getNumber (_config >> "minimalHit")]];
};
if (_isSlat) then {
_hitPointHash set [_configName, ["slat", abs getNumber (_config >> "minimalHit")]];
};
TRACE_6("found gun/turret/era/slat/misc",_isGun,_isTurret,_isEra,_isSlat,_isMisc,_hash);
} else {
{
_x call _fnc_iterateThroughConfig;
} forEach configProperties [_config, "isClass _x", true];
};
};
private _turretConfig = _vehicleConfig >> "Turrets";
private _eraHitpoints = (getArray (_vehicleConfig >> QGVAR(eraHitpoints))) apply {toLowerANSI _x};
private _slatHitpoints = (getArray (_vehicleConfig >> QGVAR(slatHitpoints))) apply {toLowerANSI _x};
private _fnc_toLowerCase = {
_this apply {
if (_x isEqualType []) then {
_x call _fnc_toLowerCase
} else {
toLowerANSI _x
};
};
};
// Convert areas to lower case
private _hitPointAliases = (getArray (_vehicleConfig >> QGVAR(hitpointAlias))) call _fnc_toLowerCase;
TRACE_1("hitpoint alias",_hitPointAliases);
_hitPointsConfig call _fnc_iterateThroughConfig;
_turretConfig call _fnc_iterateThroughConfig;
GVAR(vehicleClassesHitPointHash) set [_typeOf, _hitPointHash];
nil