ACE3/addons/common/functions/fnc_fixFloating.sqf
Phyma ffaa195fe5 Conform function headers to coding guidelines (#5255)
* Fixed headers to work with silentspike python script

* Fixed rest of the files

* Fixed ace-team
2017-06-08 15:31:51 +02:00

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/*
* Author: commy2
* Attempt to fix floating physx with disabled damage after setPosXXX commands.
* Handles the "fixFloating" event
*
* Arguments:
* PhysX object <OBJECT>
*
* Return Value:
* None
*
* Example:
* [object] call ace_common_fnc_fixFloating
*
* Public: No
*/
#include "script_component.hpp"
params ["_object"];
// setHitPointDamage requires local object
if (!local _object) exitWith {};
//Ignore mans
if (_object isKindOf "CAManBase") exitWith {};
//We need to manually set allowDamage to true for setHitIndex to function
[QGVAR(blockDamage), [_object, 0]] call CBA_fnc_localEvent;
// save and restore hitpoints, see below why
private _hitPointDamages = getAllHitPointsDamage _object;
// get correct format for objects without hitpoints
if (_hitPointDamages isEqualTo []) then {
_hitPointDamages = [[],[],[]];
};
// this prevents physx objects from floating when near other physx objects with allowDamage false
_object setDamage damage _object;
{
_object setHitIndex [_forEachIndex, _x];
} forEach (_hitPointDamages select 2);
//manually re-enable allowDamage to previous setting (ref statusEffect_funcs)
private _effectVarName = format [QGVAR(effect_%1), "blockDamage"];
private _effectNumber = _object getVariable [_effectVarName, 0];
[QGVAR(blockDamage), [_object, _effectNumber]] call CBA_fnc_localEvent;