ACE3/addons/vehicle_damage/XEH_postInit.sqf
johnb432 80b2fa9a05
Vehicle damage - Code cleanup (#9831)
* Cook-off improvements

* More changes

* Update fnc_getVehicleAmmo.sqf

* Better engine fire placement

* Update fnc_detonateAmmunition.sqf

* Update XEH_postInit.sqf

* Update fnc_getVehicleAmmo.sqf

* Update events-framework.md

* Various improvements

* Separate effect handling

* Tweaks

* Update XEH_postInit.sqf

* Prevent double ammo detonation

* Fixed objects not being able to cook-off again

* Added incendiary rounds as source of box cookoff

* Converted enable setting to bool

* Fixed brackets

* Update fnc_cookOff.sqf

* Update CfgEden.hpp

* Removed GVAR(enable), added GVAR(enableFire) back

* Vehicle damage fixes

* Made hitpoint hash common

* Update fnc_addEventHandler.sqf

* Update fnc_medicalDamage.sqf

* Update fnc_handleBail.sqf

* Changed API

* Remove `CBA_fnc_getConfigEntry` as much as possible, as it's 2x slower

* More cleanup

* More cleanup

* Fix merging issues, remove turret tossing

* Update translations

* More cleanup

* Reverted some logic back to original, minor tweaks & fixes

* Fix undefined variable

* Cleanup

* Fixed bad logic

* Update addons/vehicle_damage/script_macros.hpp

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/vehicle_damage/functions/fnc_handleDamage.sqf

* Update addons/vehicle_damage/stringtable.xml

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/vehicle_damage/stringtable.xml

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/vehicle_damage/XEH_postInit.sqf

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-08-20 16:23:21 -03:00

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#include "script_component.hpp"
// Init eject from destroyed vehicles
// See https://github.com/acemod/ACE3/pull/6330
// Still valid for Arma 2.16
{
[_x, "Init", {
params ["_vehicle"];
if (!alive _vehicle) exitWith {};
TRACE_2("ejectIfDestroyed init",_vehicle,typeOf _vehicle);
_vehicle addEventHandler ["HandleDamage", {call FUNC(handleDamageEjectIfDestroyed)}];
}, true, [], true] call CBA_fnc_addClassEventHandler;
} forEach EJECT_IF_DESTROYED_VEHICLES;
["CBA_settingsInitialized", {
TRACE_1("settings init",GVAR(enabled));
if (!GVAR(enabled)) exitWith {};
[QGVAR(medicalDamage), LINKFUNC(medicalDamage)] call CBA_fnc_addEventHandler;
if (isServer) then {
// To set source and instigator, setDamage must be executed on the server
[QGVAR(setDamage), {(_this select 0) setDamage (_this select 1)}] call CBA_fnc_addEventHandler;
};
[QGVAR(bailOut), {
params ["_vehicle", "_unit"];
TRACE_2("bailOut",_vehicle,_unit);
// Ignore players and the dead
if (_unit call EFUNC(common,isPlayer) || {!(_unit call EFUNC(common,isAwake))}) exitWith {};
unassignVehicle _unit;
_unit leaveVehicle _vehicle;
doGetOut _unit;
private _angle = floor (random 360);
private _dist = 30 + (random 10);
private _escape = _vehicle getPos [_dist, _angle];
_unit doMove _escape;
_unit setSpeedMode "FULL";
}] call CBA_fnc_addEventHandler;
GVAR(vehicleClassesHitPointHash) = createHashMap;
["Tank", "Init", LINKFUNC(addEventHandler), true, [], true] call CBA_fnc_addClassEventHandler;
// Wheeled_APC_F inherits from Car
[["Wheeled_Apc_F", "Car"] select GVAR(enableCarDamage), "Init", LINKFUNC(addEventHandler), true, [], true] call CBA_fnc_addClassEventHandler;
// Blow off turret effect
// TODO: Add blowing-off-turret effect to vehicles that cook-off but aren't destroyed (no catastrophic explosion)
// The problem is that vehicles are repairable if they haven't been destroyed. So if the turret is gone and vehicle is repaired, how do we handle that?
["Tank", "Killed", {
if (_this select 3 && random 1 < 0.15) then {
(_this select 0) call FUNC(blowOffTurret);
};
}] call CBA_fnc_addClassEventHandler;
}] call CBA_fnc_addEventHandler;