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8541716bee
* optimize handle damage caching * delete some rogue code * it was 2 all along * add calls
153 lines
6.2 KiB
Plaintext
153 lines
6.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: KoffeinFlummi, Glowbal
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* Cache a handleDamage call to execute it 3 frames later
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Hit Selection <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Shooter <OBJECT>
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* 4: Projectile <STRING>
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* 5: HitPointIndex (-1 for structural) <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [bob, "leg", 2, kevin, "bullet", -1] call ACE_medical_fnc_handleDamage_caching
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*
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* Public: No
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*/
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params ["_unit", "_selectionName", "_damage", "_source", "_projectile", "_hitPointIndex"];
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private _hitSelections = GVAR(SELECTIONS);
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// Calculate change in damage - use getHitIndex because selection is translated (hitdiaphragm->body)
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private _newDamage = _damage - (damage _unit);
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if (_hitPointIndex >= 0) then {_newDamage = _damage - (_unit getHitIndex _hitPointIndex)};
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TRACE_7("ACE_DEBUG: HandleDamage_Caching Called",_unit, _selectionName, _damage, _source, _projectile,_hitPointIndex,_newDamage);
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// Check for vehicle crash
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private _vehicle = vehicle _unit;
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if ((_vehicle != _unit) && {!(_vehicle isKindOf "StaticWeapon")} && {_source in [objNull, driver _vehicle, _vehicle]} && {_projectile == ""} && {_selectionName == ""}) then {
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if (GVAR(enableVehicleCrashes)) then {
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_selectionName = selectRandom _hitSelections;
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_projectile = "vehiclecrash";
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_this set [1, _selectionName];
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_this set [4, _projectile];
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};
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};
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// Handle falling damage
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private _impactVelocity = (velocity _unit) select 2;
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if (_impactVelocity < -5 && {_vehicle == _unit}) then {
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TRACE_1("Starting isFalling", time);
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_unit setVariable [QGVAR(isFalling), true];
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_unit setVariable [QGVAR(impactVelocity), _impactVelocity];
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} else {
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if ((_unit getVariable [QGVAR(isFalling), false]) && {diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2}) then {
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TRACE_1("Ending isFalling", time);
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_unit setVariable [QGVAR(isFalling), false];
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};
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};
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if (_unit getVariable [QGVAR(isFalling), false]) then {
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if !(_selectionName in ["", "leg_l", "leg_r"]) then {
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if (_selectionName == "body") then {
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_newDamage = _newDamage * abs(_unit getVariable [QGVAR(impactVelocity), _impactVelocity]) / 50;
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} else {
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_newDamage = _newDamage * 0.5;
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};
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if (_newDamage < 0.075) then {_newDamage = 0;}; //Filter minor falling damage to non-leg hitpoints
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} else {
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if (_selectionName == "") then {
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_selectionName = selectRandom ["leg_l", "leg_r"];
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_this set [1, _selectionName];
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};
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_newDamage = _newDamage * 0.7;
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};
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_projectile = "falling";
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_this set [4, "falling"];
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};
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// Finished with the current frame, reset variables
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// Note: sometimes handleDamage spans over 2 or even 3 frames.
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if (diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2) then {
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_unit setVariable [QGVAR(frameNo_damageCaching), diag_frameno];
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// handle the cached damages 2 frames later
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[{
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[{
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params ["_unit"];
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_unit setDamage 0;
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private _cache_params = _unit getVariable [QGVAR(cachedHandleDamageParams), []];
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private _cache_damages = _unit getVariable QGVAR(cachedDamages);
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{
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(_x + [_cache_damages select _forEachIndex]) call FUNC(handleDamage_advanced);
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} forEach _cache_params;
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[_unit] call FUNC(handleDamage_advancedSetDamage);
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}, _this] call CBA_fnc_execNextFrame;
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}, _unit] call CBA_fnc_execNextFrame;
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_unit setVariable [QGVAR(cachedProjectiles), []];
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_unit setVariable [QGVAR(cachedHitPoints), []];
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_unit setVariable [QGVAR(cachedDamages), []];
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_unit setVariable [QGVAR(cachedHandleDamageParams), []];
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};
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// Caching of the damage events
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if (_selectionName != "") then {
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private _cache_projectiles = _unit getVariable QGVAR(cachedProjectiles);
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private _index = _cache_projectiles find _projectile;
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// Check if the current projectile has already been handled once
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if (_index >= 0 && {_projectile != "falling"}) exitWith {
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private _cache_damages = _unit getVariable QGVAR(cachedDamages);
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private _otherDamage = (_cache_damages select _index); // Find the previous damage this projectile has done
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// Take the highest damage of the two
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if (_newDamage > _otherDamage) then {
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private _cache_params = _unit getVariable QGVAR(cachedHandleDamageParams);
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private _cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints);
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// Restore the damage before the previous damage was processed
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private _hitPoint = _cache_hitpoints select _index;
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private _restore = ((_unit getHitIndex _hitPoint) - _otherDamage) max 0;
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_unit setHitIndex [_hitPoint, _restore];
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_cache_hitpoints set [_index, _hitPointIndex];
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_cache_damages set [_index, _newDamage];
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_cache_params set[_index, _this];
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_unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles];
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_unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints];
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_unit setVariable [QGVAR(cachedDamages), _cache_damages];
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_unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params];
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};
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};
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private _cache_hitpoints = _unit getVariable QGVAR(cachedHitPoints);
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private _cache_damages = _unit getVariable QGVAR(cachedDamages);
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private _cache_params = _unit getVariable QGVAR(cachedHandleDamageParams);
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// This is an unhandled projectile
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_cache_projectiles pushBack _projectile;
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_cache_hitpoints pushBack _hitPointIndex;
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_cache_damages pushBack _newDamage;
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_cache_params pushBack _this;
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// Store the new cached values
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_unit setVariable [QGVAR(cachedProjectiles), _cache_projectiles];
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_unit setVariable [QGVAR(cachedHitPoints), _cache_hitpoints];
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_unit setVariable [QGVAR(cachedDamages), _cache_damages];
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_unit setVariable [QGVAR(cachedHandleDamageParams), _cache_params];
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};
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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));
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_newDamage
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