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132 lines
4.3 KiB
Plaintext
132 lines
4.3 KiB
Plaintext
/*
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* Author: KoffeinFlummi, Glowbal, commy2
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* Main HandleDamage EH function.
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Hit Selection <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Shooter <OBJECT>
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* 4: Projectile <OBJECT/STRING>
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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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#include "script_component.hpp"
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params ["_unit", "_selection", "_damage", "_shooter", "_projectile"];
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TRACE_5("ACE_DEBUG: HandleDamage Called",_unit, _selection, _damage, _shooter, _projectile);
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// bug, apparently can fire for remote units in special cases
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if !(local _unit) exitWith {
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TRACE_2("ACE_DEBUG: HandleDamage on remote unit!",_unit, isServer);
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nil
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};
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private ["_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_typeIndex", "_preventDeath"];
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// bug, assumed fixed, @todo excessive testing, if nothing happens remove
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/*if (typeName _projectile == "OBJECT") then {
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_projectile = typeOf _projectile;
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_this set [4, _projectile];
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};*/
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TRACE_3("ACE_DEBUG: HandleDamage",_selection,_damage, _unit);
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// If damage is in dummy hitpoints, "hands" and "legs", don't change anything
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if (_selection == "hands") exitWith {_unit getHit "hands"};
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if (_selection == "legs") exitWith {_unit getHit "legs"};
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// If the damage is being weird, we just tell it to fuck off. Ignore: "hands", "legs", "?"
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if (_selection != "" && {!(_selection in GVAR(SELECTIONS))}) exitWith {0}; //@todo "neck", "pelvis", "spine1", "spine2", "spine3"
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// Exit if we disable damage temporarily
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if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {
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if (_selection == "") then {
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damage _unit
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} else {
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_unit getHit _selection
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};
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TRACE_3("ACE_DEBUG: HandleDamage damage disabled.",_selection,damage _unit, _unit);
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};
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//if (true) exitWith {nil};//
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// Get return damage
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_damageReturn = _damage;
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_newDamage = _this call FUNC(handleDamage_caching);
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// handleDamage_caching may have modified the projectile string
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_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage);
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_typeIndex = (GVAR(allAvailableDamageTypes) find _typeOfDamage);
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_minLethalDamage = if (_typeIndex >= 0) then {
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GVAR(minLethalDamages) select _typeIndex
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} else {
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0.01
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};
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if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _shooter} && {_projectile == ""} && {_selection == ""}) then {
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if (GVAR(enableVehicleCrashes)) then {
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_selection = GVAR(SELECTIONS) select (floor(random(count GVAR(SELECTIONS))));
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};
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};
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if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)}) then {
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if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)])) exitwith {
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_damageReturn = 0.9;
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};
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if ([_unit] call FUNC(setDead)) then {
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_damageReturn = 1;
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} else {
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_damageReturn = _damageReturn min 0.89;
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};
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} else {
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_damageReturn = _damageReturn min 0.89;
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};
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[_unit] call FUNC(addToInjuredCollection);
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if (_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) exitWith {
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if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
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[_unit] call EFUNC(common,unloadPerson);
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};
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private "_delayedUnconsicous";
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_delayedUnconsicous = false;
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if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
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[_unit] call EFUNC(common,unloadPerson);
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_delayedUnconsicous = true;
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};
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if (_damageReturn >= 0.9 && {_selection in ["", "head", "body"]}) exitWith {
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if (_unit getvariable ["ACE_isUnconscious", false]) exitwith {
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[_unit] call FUNC(setDead);
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0.89;
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};
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if (_delayedUnconsicous) then {
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[{
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[_this select 0, true] call FUNC(setUnconscious);
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}, [_unit], 0.7, 0] call EFUNC(common,waitAndExec);
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} else {
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[{
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[_this select 0, true] call FUNC(setUnconscious);
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}, [_unit]] call EFUNC(common,execNextFrame);
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};
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0.89;
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};
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_damageReturn min 0.89;
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};
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if (((_unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)]) > 0) && {_damageReturn >= 0.9} && {_selection in ["", "head", "body"]}) exitWith {
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if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
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[_unit] call EFUNC(common,unloadPerson);
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};
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[_unit] call FUNC(setDead);
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0.89;
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};
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_damageReturn
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