mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
e8693c8db9
* configOf * replace some use of CBA_fnc_getObjectConfig
73 lines
2.9 KiB
Plaintext
73 lines
2.9 KiB
Plaintext
#include "script_component.hpp"
|
|
|
|
[QGVAR(updateDamageEffects), LINKFUNC(updateDamageEffects)] call CBA_fnc_addEventHandler;
|
|
["unit", {
|
|
params ["_new"];
|
|
[_new] call FUNC(updateDamageEffects); // Run on new controlled unit to update QGVAR(aimFracture)
|
|
}, true] call CBA_fnc_addPlayerEventHandler;
|
|
|
|
|
|
["CAManBase", "init", {
|
|
params ["_unit"];
|
|
|
|
// Check if last hit point is our dummy.
|
|
private _allHitPoints = getAllHitPointsDamage _unit param [0, []];
|
|
reverse _allHitPoints;
|
|
|
|
if (_allHitPoints param [0, ""] != "ACE_HDBracket") then {
|
|
private _config = configOf _unit;
|
|
if (getText (_config >> "simulation") == "UAVPilot") exitWith {TRACE_1("ignore UAV AI",typeOf _unit);};
|
|
if (getNumber (_config >> "isPlayableLogic") == 1) exitWith {TRACE_1("ignore logic unit",typeOf _unit)};
|
|
ERROR_1("Bad hitpoints for unit type ""%1""",typeOf _unit);
|
|
} else {
|
|
// Calling this function inside curly brackets allows the usage of
|
|
// "exitWith", which would be broken with "HandleDamage" otherwise.
|
|
_unit setVariable [
|
|
QEGVAR(medical,HandleDamageEHID),
|
|
_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}]
|
|
];
|
|
};
|
|
}, nil, [IGNORE_BASE_UAVPILOTS], true] call CBA_fnc_addClassEventHandler;
|
|
|
|
#ifdef DEBUG_MODE_FULL
|
|
[QEGVAR(medical,woundReceived), {
|
|
params ["_unit", "_woundedHitPoint", "_receivedDamage", "_shooter", "_ammo"];
|
|
TRACE_5("wound",_unit,_woundedHitPoint, _receivedDamage, _shooter, _ammo);
|
|
//systemChat str _this;
|
|
}] call CBA_fnc_addEventHandler;
|
|
#endif
|
|
|
|
|
|
// this handles moving units into vehicles via load functions or zeus
|
|
// needed, because the vanilla INCAPACITATED state does not handle vehicles
|
|
["CAManBase", "GetInMan", {
|
|
params ["_unit"];
|
|
if (!local _unit) exitWith {};
|
|
|
|
if (lifeState _unit == "INCAPACITATED") then {
|
|
[_unit, true] call FUNC(setUnconsciousAnim);
|
|
};
|
|
}] call CBA_fnc_addClassEventHandler;
|
|
|
|
// Guarantee aircraft crashes are more lethal
|
|
["Air", "Killed", {
|
|
params ["_vehicle", "_killer"];
|
|
TRACE_3("air killed",_vehicle,typeOf _vehicle,velocity _vehicle);
|
|
if ((getText (configOf _vehicle >> "destrType")) == "") exitWith {};
|
|
if (unitIsUAV _vehicle) exitWith {};
|
|
|
|
private _lethality = linearConversion [0, 25, (vectorMagnitude velocity _vehicle), 0.5, 1];
|
|
TRACE_2("air crash",_lethality,crew _vehicle);
|
|
{
|
|
[QEGVAR(medical,woundReceived), [_x, "Head", _lethality, _killer, "#vehiclecrash", [HITPOINT_INDEX_HEAD,1]], _x] call CBA_fnc_targetEvent;
|
|
} forEach (crew _vehicle);
|
|
}, true, ["ParachuteBase"]] call CBA_fnc_addClassEventHandler;
|
|
|
|
// Fixes units being stuck in unconscious animation when being knocked over by a PhysX object
|
|
["CAManBase", "AnimDone", {
|
|
params ["_unit", "_anim"];
|
|
if (local _unit && {_anim find QGVAR(face) != -1 && {lifeState _unit != "INCAPACITATED"}}) then {
|
|
[_unit, false] call FUNC(setUnconsciousAnim);
|
|
};
|
|
}] call CBA_fnc_addClassEventHandler;
|