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85 lines
2.5 KiB
Plaintext
85 lines
2.5 KiB
Plaintext
/*
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* Author: KoffeinFlummi, commy2
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* Handles all incoming damage for tanks (including wheeled APCs).
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*
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* Arguments:
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* HandleDamage EH
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*
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* Return Value:
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* Damage to be inflicted.
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*
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* Example:
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* _this call ace_cookoff_fnc_handleDamage
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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 ["_simulationType", "_thisHandleDamage"];
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_thisHandleDamage params ["_vehicle", "", "_damage", "", "_ammo", "_hitIndex"];
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// it's already dead, who cares?
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if (damage _vehicle >= 1) exitWith {};
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// get hitpoint name
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private _hitpoint = "#structural";
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if (_hitIndex != -1) then {
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_hitpoint = toLower ((getAllHitPointsDamage _vehicle param [0, []]) select _hitIndex);
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};
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// get change in damage
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private "_oldDamage";
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if (_hitpoint isEqualTo "#structural") then {
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_oldDamage = damage _vehicle;
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} else {
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_oldDamage = _vehicle getHitIndex _hitIndex;
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};
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private _newDamage = _damage - _oldDamage;
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// handle different types of vehicles
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// note: exitWith only works here, because this is not the main scope of handleDamage
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// you cannot use the return value together with exitWith in the main scope, it's a bug
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// also, we add this event handler with the addEventHandler SQF command,
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// because the config version ignores the return value completely
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if (_simulationType == "car") exitWith {
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// prevent destruction, let cook-off handle it if necessary
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if (_hitpoint in ["hithull", "hitfuel", "#structural"] && {!IS_EXPLOSIVE_AMMO(_ammo)}) then {
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_damage min 0.89
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} else {
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if (_hitpoint isEqualTo "hitengine" && {_damage > 0.9}) then {
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_vehicle call FUNC(engineFire);
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};
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_damage
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};
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};
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if (_simulationType == "tank") exitWith {
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// determine ammo storage location
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private _ammoLocationHitpoint = getText (_vehicle call CBA_fnc_getObjectConfig >> QGVAR(ammoLocation));
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if (_hitIndex in (GVAR(cacheTankDuplicates) getVariable (typeOf _vehicle))) then {
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_hitpoint = "#subturret";
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};
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// ammo was hit, high chance for cook-off
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if (_hitpoint == _ammoLocationHitpoint) then {
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if (_damage > 0.5 && {random 1 < 0.7}) then {
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_vehicle call FUNC(cookOff);
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};
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} else {
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if (_hitpoint in ["hitbody", "hitturret", "#structural"] && {_newDamage > 0.6 + random 0.3}) then {
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_vehicle call FUNC(cookOff);
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};
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};
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// prevent destruction, let cook-off handle it if necessary
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if (_hitpoint in ["hithull", "hitfuel", "#structural"]) then {
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_damage min 0.89
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} else {
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_damage
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};
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};
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