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e47e18001f
* Update display name in team * Update display name everywhere * order https://youtu.be/VYycQTm2HrM --------- Co-authored-by: BrettMayson <brett@mayson.io>
177 lines
7.3 KiB
Plaintext
177 lines
7.3 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2, kymckay
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* HandleDamage EH where wound events are raised based on incoming damage.
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* Be aware that for each source of damage, the EH can fire multiple times (once for each hitpoint).
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* We store these incoming damages and compare them on our final hitpoint: "ace_hdbracket".
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*
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* Arguments:
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* Handle damage EH
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*
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* Return Value:
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* Damage to be inflicted <NUMBER>
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*
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* Public: No
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*/
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params ["_unit", "_selection", "_damage", "_shooter", "_ammo", "_hitPointIndex", "_instigator", "_hitpoint"];
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// HD sometimes triggers for remote units - ignore.
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if !(local _unit) exitWith {nil};
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// Get missing meta info
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private _oldDamage = 0;
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if (_hitPoint isEqualTo "") then {
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_hitPoint = "#structural";
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_oldDamage = damage _unit;
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} else {
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_oldDamage = _unit getHitIndex _hitPointIndex;
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};
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// Damage can be disabled with old variable or via sqf command allowDamage
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if !(isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) exitWith {_oldDamage};
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private _newDamage = _damage - _oldDamage;
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// Get armor value of hitpoint and calculate damage before armor
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private _armor = [_unit, _hitpoint] call FUNC(getHitpointArmor);
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private _realDamage = _newDamage * _armor;
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TRACE_4("Received hit",_hitpoint,_ammo,_newDamage,_realDamage);
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// Drowning doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
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// Damage occurs in consistent increments
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if (
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_hitPoint isEqualTo "#structural" &&
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{getOxygenRemaining _unit <= 0.5} &&
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{_damage isEqualTo (_oldDamage + 0.005)}
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) exitWith {
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TRACE_5("Drowning",_unit,_shooter,_instigator,_damage,_newDamage);
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[QEGVAR(medical,woundReceived), [_unit, [[_newDamage, "Body", _newDamage]], _unit, "drowning"]] call CBA_fnc_localEvent;
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0
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};
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// Crashing a vehicle doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
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// It does fire the EH multiple times, but this seems to scale with the intensity of the crash
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private _vehicle = vehicle _unit;
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if (
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EGVAR(medical,enableVehicleCrashes) &&
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{_hitPoint isEqualTo "#structural"} &&
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{_ammo isEqualTo ""} &&
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{_vehicle != _unit} &&
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{vectorMagnitude (velocity _vehicle) > 5}
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// todo: no way to detect if stationary and another vehicle hits you
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) exitWith {
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TRACE_5("Crash",_unit,_shooter,_instigator,_damage,_newDamage);
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[QEGVAR(medical,woundReceived), [_unit, [[_newDamage, _hitPoint, _newDamage]], _unit, "vehiclecrash"]] call CBA_fnc_localEvent;
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0
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};
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// This hitpoint is set to trigger last, evaluate all the stored damage values
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// to determine where wounds are applied
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if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
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_unit setVariable [QEGVAR(medical,lastDamageSource), _shooter];
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_unit setVariable [QEGVAR(medical,lastInstigator), _instigator];
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private _damageStructural = _unit getVariable [QGVAR($#structural), [0,0]];
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// --- Head
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private _damageHead = [
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_unit getVariable [QGVAR($HitFace), [0,0]],
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_unit getVariable [QGVAR($HitNeck), [0,0]],
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_unit getVariable [QGVAR($HitHead), [0,0]]
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];
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_damageHead sort false;
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_damageHead = _damageHead select 0;
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// --- Body
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private _damageBody = [
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_unit getVariable [QGVAR($HitPelvis), [0,0]],
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_unit getVariable [QGVAR($HitAbdomen), [0,0]],
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_unit getVariable [QGVAR($HitDiaphragm), [0,0]],
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_unit getVariable [QGVAR($HitChest), [0,0]]
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// HitBody removed as it's a placeholder hitpoint and the high armor value (1000) throws the calculations off
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];
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_damageBody sort false;
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_damageBody = _damageBody select 0;
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// --- Arms and Legs
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private _damageLeftArm = _unit getVariable [QGVAR($HitLeftArm), [0,0]];
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private _damageRightArm = _unit getVariable [QGVAR($HitRightArm), [0,0]];
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private _damageLeftLeg = _unit getVariable [QGVAR($HitLeftLeg), [0,0]];
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private _damageRightLeg = _unit getVariable [QGVAR($HitRightLeg), [0,0]];
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// Find hit point that received the maxium damage
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// Priority used for sorting if incoming damage is equal
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private _allDamages = [
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[_damageHead select 0, PRIORITY_HEAD, _damageHead select 1, "Head"],
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[_damageBody select 0, PRIORITY_BODY, _damageBody select 1, "Body"],
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[_damageLeftArm select 0, PRIORITY_LEFT_ARM, _damageLeftArm select 1, "LeftArm"],
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[_damageRightArm select 0, PRIORITY_RIGHT_ARM, _damageRightArm select 1, "RightArm"],
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[_damageLeftLeg select 0, PRIORITY_LEFT_LEG, _damageLeftLeg select 1, "LeftLeg"],
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[_damageRightLeg select 0, PRIORITY_RIGHT_LEG, _damageRightLeg select 1, "RightLeg"],
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[_damageStructural select 0, PRIORITY_STRUCTURAL, _damageStructural select 1, "#structural"]
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];
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TRACE_2("incoming",_allDamages,_damageStructural);
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_allDamages sort false;
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_allDamages = _allDamages apply {[_x select 2, _x select 3, _x select 0]};
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// Environmental damage sources all have empty ammo string
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// No explicit source given, we infer from differences between them
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if (_ammo isEqualTo "") then {
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// Any collision with terrain/vehicle/object has a shooter
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// Check this first because burning can happen at any velocity
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if !(isNull _shooter) then {
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/*
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If shooter != unit then they hit unit, otherwise it could be:
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- Unit hitting anything at speed
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- An empty vehicle hitting unit
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- A physX object hitting unit
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Assume fall damage for downward velocity because it's most common
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*/
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if (_shooter == _unit && {(velocity _unit select 2) < -2}) then {
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_ammo = "falling";
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TRACE_5("Fall",_unit,_shooter,_instigator,_damage,_allDamages);
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} else {
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_ammo = "collision";
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TRACE_5("Collision",_unit,_shooter,_instigator,_damage,_allDamages);
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};
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} else {
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// Anything else is almost guaranteed to be fire damage
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_ammo = "fire";
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TRACE_5("Fire Damage",_unit,_shooter,_instigator,_damage,_allDamages);
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};
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};
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// No wounds for minor damage
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// TODO check if this needs to be changed for burning damage (occurs as lots of small events that we add together)
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if ((_allDamages select 0 select 0) > 1E-3) then {
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TRACE_1("received",_allDamages);
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[QEGVAR(medical,woundReceived), [_unit, _allDamages, _shooter, _ammo]] call CBA_fnc_localEvent;
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};
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// Clear stored damages otherwise they will influence future damage events
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// (aka wounds will pile onto the historically most damaged hitpoint)
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{
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_unit setVariable [_x, nil];
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} forEach [
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QGVAR($HitFace),QGVAR($HitNeck),QGVAR($HitHead),
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QGVAR($HitPelvis),QGVAR($HitAbdomen),QGVAR($HitDiaphragm),QGVAR($HitChest),QGVAR($HitBody),
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QGVAR($HitLeftArm),QGVAR($HitRightArm),QGVAR($HitLeftLeg),QGVAR($HitRightLeg),
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QGVAR($#structural)
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];
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0
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};
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// Damages are stored for "ace_hdbracket" event triggered last
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_unit setVariable [format [QGVAR($%1), _hitPoint], [_realDamage, _newDamage]];
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// Engine damage to these hitpoints controls blood visuals, limping, weapon sway
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// Handled in fnc_damageBodyPart, persist here
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if (_hitPoint in ["hithead", "hitbody", "hithands", "hitlegs"]) exitWith {_oldDamage};
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// We store our own damage values so engine damage is unnecessary
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0
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