ACE3/addons/medical/functions/fnc_handleDamage.sqf
2015-05-01 01:38:36 +02:00

127 lines
4.4 KiB
Plaintext

/*
* Author: KoffeinFlummi, Glowbal
* Main HandleDamage EH function.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter <OBJECT>
* 4: Projectile <OBJECT/STRING>
*
* Return Value:
* Damage To Be Inflicted <NUMBER>
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_typeIndex", "_preventDeath"];
_unit = _this select 0;
_selection = _this select 1;
_damage = _this select 2;
_shooter = _this select 3;
_projectile = _this select 4;
if !(local _unit) exitWith {nil};
if (typeName _projectile == "OBJECT") then {
_projectile = typeOf _projectile;
_this set [4, _projectile];
};
// If the damage is being weird, we just tell it to fuck off.
if !(_selection in (GVAR(SELECTIONS) + [""])) exitWith {0};
// Exit if we disable damage temporarily
_damageOld = damage _unit;
if (_selection in GVAR(SELECTIONS)) then {
_damageOld = _unit getHit _selection;
};
if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {_damageOld};
// Figure out whether to prevent death before handling damage
if (diag_frameno > (_unit getVariable [QGVAR(frameNo), -3]) + 2) then {
_unit setVariable [QGVAR(frameNo), diag_frameno];
_unit setVariable [QGVAR(wasUnconscious), _unit getVariable ["ACE_isUnconscious", false]];
_preventDeath = _unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)];
if (_unit getVariable ["ACE_isUnconscious", false]) then {
_preventDeath = _unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)];
if !([_unit] call EFUNC(common,isPlayer)) then {
_preventDeath = _preventDeath - 1;
};
_preventDeath = _preventDeath > 0;
};
_unit setVariable [QGVAR(preventDeath), _preventDeath];
};
// Get return damage
_damageReturn = _damage;
if (GVAR(level) < 2) then {
_damageReturn = _this call FUNC(handleDamage_basic);
} else {
if !([_unit] call FUNC(hasMedicalEnabled)) exitwith {
// Because of the config changes, we cannot properly disable the medical system for a unit.
// lets use basic for the time being..
_damageReturn = _this call FUNC(handleDamage_basic);
};
_newDamage = _this call FUNC(handleDamage_caching);
_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage);
_typeIndex = (GVAR(allAvailableDamageTypes) find _typeOfDamage);
_minLethalDamage = 0.01;
if (_typeIndex >= 0) then {
_minLethalDamage = GVAR(minLethalDamages) select _typeIndex;
};
if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _shooter} && {_projectile == ""} && {_selection == ""}) then {
if (GVAR(enableVehicleCrashes)) then {
_selection = GVAR(SELECTIONS) select (floor(random(count GVAR(SELECTIONS))));
};
};
if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)} || !alive vehicle _unit) then {
if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)])) exitwith {
_damageReturn = 0.9;
};
if ([_unit] call FUNC(setDead)) then {
_damageReturn = 1;
} else {
_damageReturn = _damageReturn min 0.89;
};
} else {
_damageReturn = _damageReturn min 0.89;
};
};
[_unit] call FUNC(addToInjuredCollection);
// Prevent death if necessary
if (_unit getVariable QGVAR(preventDeath)) then {
if (_selection in ["", "head", "body"]) then {
_damageReturn = _damageReturn min 0.89;
};
// Move the unit out of the vehicle if necessary
if (vehicle _unit != _unit and damage (vehicle _unit) == 1) then {
[_unit] call EFUNC(common,unloadPerson);
if (_unit getVariable QGVAR(wasUnconscious)) then {
[_unit] call FUNC(setDead);
} else {
[_unit, true] call FUNC(setUnconscious);
};
};
// Temporarily disable all damage to prevent stuff like
// being killed during the animation etc.
if (!_wasUnconscious and (_unit getVariable ["ACE_isUnconscious", false])) then {
_unit setVariable [QGVAR(allowDamage), false];
[{
_this setVariable [QGVAR(allowDamage), true];
}, _unit, 0.7, 0] call EFUNC(common,waitAndExecute);
};
};
_damageReturn