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