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https://github.com/acemod/ACE3.git
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3aa88c80bf
Split up medical core and medical damage. Move out all other functionality
121 lines
4.4 KiB
Plaintext
121 lines
4.4 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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* 5: HitPointIndex (-1 for structural) <NUMBER>
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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", "_hitPointIndex"];
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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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// bug, assumed fixed, @todo excessive testing, if nothing happens remove
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if (_projectile isEqualType objNull) 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 (_selection == "arms") exitWith {_unit getHit "arms"};
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// Deal with the new hitpoint and selection names introduced with Arma v1.50 and later.
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// This will convert new selection names into selection names that the medical system understands
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// TODO This should be cleaned up when we revisit the medical system at a later stage
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// and instead we should deal with the new hitpoints directly
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_selection = [_unit, _selection, _hitPointIndex] call FUNC(translateSelections);
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_this set [1, _selection]; // ensure that the parameters are set correctly
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// If the damage is being weird, we just tell it to fuck off. Ignore: "hands", "legs", "arms"
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if (_selection != "" && {!(_selection in EGVAR(medical,SELECTIONS))}) exitWith {0};
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// Exit if we disable damage temporarily
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if !(_unit getVariable [QEGVAR(medical,allowDamage), true]) exitWith {
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TRACE_3("ACE_DEBUG: HandleDamage damage disabled.",_selection,damage _unit,_unit);
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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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};
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// Get return damage
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private _damageReturn = _damage;
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private _newDamage = _this call FUNC(damageCache);
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// handleDamage_caching may have modified the projectile string
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private _typeOfDamage = [_projectile] call FUNC(getTypeOfDamage);
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TRACE_3("ACE_DEBUG: HandleDamage caching new damage",_selection,_newDamage,_unit);
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private _typeIndex = (EGVAR(medical,allAvailableDamageTypes) find _typeOfDamage);
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private _minLethalDamage = if (_typeIndex >= 0) then {
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EGVAR(medical,minLethalDamages) select _typeIndex
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} else {
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0.01
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};
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if (!isNull _shooter) then {
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_unit setvariable [QGVAR(lastDamageSource), _shooter, false];
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};
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private _vehicle = vehicle _unit;
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private _effectiveSelectionName = _selection;
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if ((_vehicle != _unit) && {!(_vehicle isKindOf "StaticWeapon")} && {_shooter in [objNull, driver _vehicle, _vehicle]} && {_projectile == ""} && {_selection == ""}) then {
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//if (GVAR(enableVehicleCrashes)) then {
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// TODO implement properly
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_effectiveSelectionName = _this select 1; //pull random selection from HDC
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//};
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};
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// ensure we are not killing the unit in the handleDamage event
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// TODO based on unit state, see if we are going ot kill the unit here. This will allow us to trigger ragdoll
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_damageReturn = _damageReturn min 0.89;
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/*if ((_minLethalDamage <= _newDamage) && {[_unit, [_effectiveSelectionName] call EFUNC(medical,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, false, true] 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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};*/
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// Start the loop that tracks the unit vitals
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[_unit] call EFUNC(medical,addStateHandler);
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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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// TODO execute this on revive entry
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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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0.89;
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};*/
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TRACE_3("ACE_DEBUG: HandleDamage damage return",_selection,_damageReturn,_unit);
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_damageReturn
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