ACE3/addons/medical/functions/fnc_handleDamage_caching.sqf
2015-08-29 12:01:00 +02:00

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/*
* Author: KoffeinFlummi, Glowbal
* Cache a handleDamage call to execute it 3 frames later
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter <OBJECT>
* 4: Projectile <STRING>
* 5: Current damage to be returned <NUMBER>
*
* Return Value:
* <nil>
*
* Public: No
*/
#include "script_component.hpp"
private ["_hitSelections", "_hitPoints", "_impactVelocity", "_newDamage", "_cache_hitpoints", "_cache_projectiles", "_cache_params", "_cache_damages"];
params ["_unit", "_selectionName", "_damage", "_source", "_projectile"];
_hitSelections = GVAR(SELECTIONS);
_hitPoints = GVAR(HITPOINTS);
// Calculate change in damage.
_newDamage = _damage - (damage _unit);
if (_selectionName in _hitSelections) then {
_newDamage = _damage - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selectionName)));
};
//_damage = _damage + _newDamage;
// Check for vehicle crash
if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _source} && {_projectile == ""} && {_selectionName == ""}) then {
if (GVAR(enableVehicleCrashes)) then {
_selectionName = _hitSelections select (floor(random(count _hitSelections)));
_projectile = "vehiclecrash";
_this set [1, _selectionName];
_this set [4, _projectile];
};
};
// Handle falling damage
_impactVelocity = (velocity _unit) select 2;
if (_impactVelocity < -5 && {vehicle _unit == _unit}) then {
_unit setVariable [QGVAR(isFalling), true];
_unit setVariable [QGVAR(impactVelocity), _impactVelocity];
};
if (_unit getVariable [QGVAR(isFalling), false]) then {
if !(_selectionName in ["", "leg_l", "leg_r"]) then {
if (_selectionName == "body") then {
_newDamage = _newDamage * abs(_unit getVariable [QGVAR(impactVelocity), _impactVelocity]) / 50;
} else {
_newDamage = _newDamage * 0.5;
};
} else {
if (_selectionName == "") then {
_selectionName = ["leg_l", "leg_r"] select (floor(random 2));
_this set [1, _selectionName];
};
_newDamage = _newDamage * 0.7;
};
_projectile = "falling";
_this set [4, "falling"];
};
// Finished with the current frame, reset variables
// Note: sometimes handleDamage spans over 2 or even 3 frames.
if (diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2) then {
_unit setVariable [QGVAR(frameNo_damageCaching), diag_frameno];
// handle the cached damages 3 frames later
[{
private ["_args", "_params"];
params ["_args", "_idPFH"];
_args params ["_unit", "_frameno"];
if (diag_frameno > _frameno + 2) then {
_unit setDamage 0;
if (GVAR(level) < 2 || {!([_unit] call FUNC(hasMedicalEnabled))}) then {
[_unit] call FUNC(handleDamage_basic);
} else {
_cache_params = _unit getVariable [QGVAR(cachedHandleDamageParams), []];
_cache_damages = _unit getVariable QGVAR(cachedDamages);
{
_params = _x + [_cache_damages select _foreachIndex];
_params call FUNC(handleDamage_advanced);
} foreach _cache_params;
[_unit] call FUNC(handleDamage_advancedSetDamage);
};
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
}, 0, [_unit, diag_frameno] ] call CBA_fnc_addPerFrameHandler;
_unit setVariable [QGVAR(cachedProjectiles), []];
_unit setVariable [QGVAR(cachedHitPoints), []];
_unit setVariable [QGVAR(cachedDamages), []];
_unit setVariable [QGVAR(cachedHandleDamageParams), []];
};
// Caching of the damage events
if (_selectionName != "") then {
_cache_projectiles = _unit getVariable QGVAR(cachedProjectiles);
private ["_index","_otherDamage"];
_index = _cache_projectiles find _projectile;
// Check if the current projectile has already been handled once
if (_index >= 0 && {_projectile != "falling"}) exitwith {
_cache_damages = _unit getVariable QGVAR(cachedDamages);
// Find the previous damage this projectile has done
_otherDamage = (_cache_damages select _index);
// Take the highest damage of the two
if (_newDamage > _otherDamage) then {
_cache_params = _unit getVariable QGVAR(cachedHandleDamageParams);
_cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints);
private ["_hitPoint", "_restore"];
// Restore the damage before the previous damage was processed
_hitPoint = _cache_hitpoints select _index;
_restore = ((_unit getHitPointDamage _hitPoint) - _otherDamage) max 0;
_unit setHitPointDamage [_hitPoint, _restore];
_cache_hitpoints set [_index, (_hitPoints select (_hitSelections find _selectionName))];
_cache_damages set [_index, _newDamage];
_cache_params set[_index, _this];
_unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles];
_unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints];
_unit setVariable [QGVAR(cachedDamages), _cache_damages];
_unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params];
};
};
_cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints);
_cache_damages = _unit getVariable QGVAR(cachedDamages);
_cache_params = _unit getVariable QGVAR(cachedHandleDamageParams);
// This is an unhandled projectile
_cache_projectiles pushBack _projectile;
_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
_cache_damages pushBack _newDamage;
_cache_params pushBack _this;
// Store the new cached values
_unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles];
_unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints];
_unit setVariable [QGVAR(cachedDamages), _cache_damages];
_unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params];
};
_newDamage