mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
60 lines
2.0 KiB
Plaintext
60 lines
2.0 KiB
Plaintext
#include "script_component.hpp"
|
|
|
|
["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 {
|
|
if ((getText (([_unit] call CBA_fnc_getObjectConfig) >> "simulation")) == "UAVPilot") exitWith {TRACE_1("ignore UAV AI",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 [
|
|
QGVAR(HandleDamageEHID),
|
|
_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}]
|
|
];
|
|
};
|
|
}, nil, nil, true] call CBA_fnc_addClassEventHandler;
|
|
|
|
#ifdef DEBUG_MODE_FULL
|
|
[QGVAR(woundReceived), {
|
|
params ["_unit", "_woundedHitPoint", "_receivedDamage", "_shooter", "_ammo"];
|
|
TRACE_5("wound",_unit,_woundedHitPoint, _receivedDamage, _shooter, _ammo);
|
|
//systemChat str _this;
|
|
}] call CBA_fnc_addEventHandler;
|
|
#endif
|
|
|
|
// Kill vanilla bleeding feedback effects.
|
|
#ifdef DISABLE_VANILLA_DAMAGE_EFFECTS
|
|
[{
|
|
{isNil _x} count [
|
|
"BIS_fnc_feedback_damageCC",
|
|
"BIS_fnc_feedback_damageRadialBlur",
|
|
"BIS_fnc_feedback_damageBlur"
|
|
] == 0
|
|
}, {
|
|
{
|
|
ppEffectDestroy _x;
|
|
} forEach [
|
|
BIS_fnc_feedback_damageCC,
|
|
BIS_fnc_feedback_damageRadialBlur,
|
|
BIS_fnc_feedback_damageBlur
|
|
];
|
|
}] call CBA_fnc_waitUntilAndExecute;
|
|
#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;
|