ACE3/addons/medical/functions/fnc_handleDamage_caching.sqf
commy2 8541716bee Medical - optimize handle damage caching (#6657)
* optimize handle damage caching

* delete some rogue code

* it was 2 all along

* add calls
2018-11-01 13:05:56 -05:00

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#include "script_component.hpp"
/*
* Author: KoffeinFlummi, Glowbal
* Cache a handleDamage call to execute it 3 frames later
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter <OBJECT>
* 4: Projectile <STRING>
* 5: HitPointIndex (-1 for structural) <NUMBER>
*
* Return Value:
* None
*
* Example:
* [bob, "leg", 2, kevin, "bullet", -1] call ACE_medical_fnc_handleDamage_caching
*
* Public: No
*/
params ["_unit", "_selectionName", "_damage", "_source", "_projectile", "_hitPointIndex"];
private _hitSelections = GVAR(SELECTIONS);
// Calculate change in damage - use getHitIndex because selection is translated (hitdiaphragm->body)
private _newDamage = _damage - (damage _unit);
if (_hitPointIndex >= 0) then {_newDamage = _damage - (_unit getHitIndex _hitPointIndex)};
TRACE_7("ACE_DEBUG: HandleDamage_Caching Called",_unit, _selectionName, _damage, _source, _projectile,_hitPointIndex,_newDamage);
// Check for vehicle crash
private _vehicle = vehicle _unit;
if ((_vehicle != _unit) && {!(_vehicle isKindOf "StaticWeapon")} && {_source in [objNull, driver _vehicle, _vehicle]} && {_projectile == ""} && {_selectionName == ""}) then {
if (GVAR(enableVehicleCrashes)) then {
_selectionName = selectRandom _hitSelections;
_projectile = "vehiclecrash";
_this set [1, _selectionName];
_this set [4, _projectile];
};
};
// Handle falling damage
private _impactVelocity = (velocity _unit) select 2;
if (_impactVelocity < -5 && {_vehicle == _unit}) then {
TRACE_1("Starting isFalling", time);
_unit setVariable [QGVAR(isFalling), true];
_unit setVariable [QGVAR(impactVelocity), _impactVelocity];
} else {
if ((_unit getVariable [QGVAR(isFalling), false]) && {diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2}) then {
TRACE_1("Ending isFalling", time);
_unit setVariable [QGVAR(isFalling), false];
};
};
if (_unit getVariable [QGVAR(isFalling), false]) then {
if !(_selectionName in ["", "leg_l", "leg_r"]) then {
if (_selectionName == "body") then {
_newDamage = _newDamage * abs(_unit getVariable [QGVAR(impactVelocity), _impactVelocity]) / 50;
} else {
_newDamage = _newDamage * 0.5;
};
if (_newDamage < 0.075) then {_newDamage = 0;}; //Filter minor falling damage to non-leg hitpoints
} else {
if (_selectionName == "") then {
_selectionName = selectRandom ["leg_l", "leg_r"];
_this set [1, _selectionName];
};
_newDamage = _newDamage * 0.7;
};
_projectile = "falling";
_this set [4, "falling"];
};
// Finished with the current frame, reset variables
// Note: sometimes handleDamage spans over 2 or even 3 frames.
if (diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2) then {
_unit setVariable [QGVAR(frameNo_damageCaching), diag_frameno];
// handle the cached damages 2 frames later
[{
[{
params ["_unit"];
_unit setDamage 0;
private _cache_params = _unit getVariable [QGVAR(cachedHandleDamageParams), []];
private _cache_damages = _unit getVariable QGVAR(cachedDamages);
{
(_x + [_cache_damages select _forEachIndex]) call FUNC(handleDamage_advanced);
} forEach _cache_params;
[_unit] call FUNC(handleDamage_advancedSetDamage);
}, _this] call CBA_fnc_execNextFrame;
}, _unit] call CBA_fnc_execNextFrame;
_unit setVariable [QGVAR(cachedProjectiles), []];
_unit setVariable [QGVAR(cachedHitPoints), []];
_unit setVariable [QGVAR(cachedDamages), []];
_unit setVariable [QGVAR(cachedHandleDamageParams), []];
};
// Caching of the damage events
if (_selectionName != "") then {
private _cache_projectiles = _unit getVariable QGVAR(cachedProjectiles);
private _index = _cache_projectiles find _projectile;
// Check if the current projectile has already been handled once
if (_index >= 0 && {_projectile != "falling"}) exitWith {
private _cache_damages = _unit getVariable QGVAR(cachedDamages);
private _otherDamage = (_cache_damages select _index); // Find the previous damage this projectile has done
// Take the highest damage of the two
if (_newDamage > _otherDamage) then {
private _cache_params = _unit getVariable QGVAR(cachedHandleDamageParams);
private _cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints);
// Restore the damage before the previous damage was processed
private _hitPoint = _cache_hitpoints select _index;
private _restore = ((_unit getHitIndex _hitPoint) - _otherDamage) max 0;
_unit setHitIndex [_hitPoint, _restore];
_cache_hitpoints set [_index, _hitPointIndex];
_cache_damages set [_index, _newDamage];
_cache_params set[_index, _this];
_unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles];
_unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints];
_unit setVariable [QGVAR(cachedDamages), _cache_damages];
_unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params];
};
};
private _cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints);
private _cache_damages = _unit getVariable QGVAR(cachedDamages);
private _cache_params = _unit getVariable QGVAR(cachedHandleDamageParams);
// This is an unhandled projectile
_cache_projectiles pushBack _projectile;
_cache_hitpoints pushBack _hitPointIndex;
_cache_damages pushBack _newDamage;
_cache_params pushBack _this;
// Store the new cached values
_unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles];
_unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints];
_unit setVariable [QGVAR(cachedDamages), _cache_damages];
_unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params];
};
TRACE_8("ACE_DEBUG: HandleDamage_Caching",_unit, _newDamage, _cache_params, _cache_damages, _unit getVariable QGVAR(cachedProjectiles), _unit getVariable QGVAR(cachedHitPoints), _unit getVariable QGVAR(cachedDamages), _unit getVariable QGVAR(cachedHandleDamageParams));
_newDamage