ACE3/addons/medical_engine/XEH_postInit.sqf
Grim aee47c9bc6
Medical - Add damage handling for explosive damage while inside vehicles (#9246)
* Add vehicle explosion handling

* Missing semicolon

* scale armor damage using passthrough

* add - to comment

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>

* improve condition

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>

* remove extra brackets

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>

* remove extra brackets

* fix damage sorting

* whitespace

* comment

* fix function header

* fix infinite armor when no item equipped

* modify condition & handling for vehicle explosion

* add vehiclehit woundHandler

* finalize

* add vehiclehit woundHandler

* finalize

* cleanup

* more cleanup

* name

* randomize hitpoints

* finalize

* don't scale structural damage

* fix undefined var

* remove _i

* fix script error, tone down scaling

* add AVD checks

* Update addons/medical_damage/functions/fnc_woundsHandlerVehiclehit.sqf

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

* nuke AVD crew damage handling

* get rid of aircraft crash lethality compensation

---------

Co-authored-by: James Woods <pterolatypus@gmail.com>
Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com>
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-24 15:58:59 -04:00

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#include "script_component.hpp"
[QGVAR(updateDamageEffects), LINKFUNC(updateDamageEffects)] call CBA_fnc_addEventHandler;
["unit", {
params ["_new"];
[_new] call FUNC(updateDamageEffects); // Run on new controlled unit to update QGVAR(aimFracture)
}, true] call CBA_fnc_addPlayerEventHandler;
["CAManBase", "init", {
params ["_unit"];
// Check if last hit point is our dummy.
private _allHitPoints = getAllHitPointsDamage _unit param [0, []];
reverse _allHitPoints;
while {(_allHitPoints param [0, ""]) select [0,1] == "#"} do { WARNING_1("Ignoring Reflector hitpoint %1", _allHitPoints deleteAt 0); };
if (_allHitPoints param [0, ""] != "ACE_HDBracket") then {
private _config = configOf _unit;
if (getText (_config >> "simulation") == "UAVPilot") exitWith {TRACE_1("ignore UAV AI",typeOf _unit);};
if (getNumber (_config >> "isPlayableLogic") == 1) exitWith {TRACE_1("ignore logic unit",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 [
QEGVAR(medical,HandleDamageEHID),
_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}]
];
};
}, nil, [IGNORE_BASE_UAVPILOTS], true] call CBA_fnc_addClassEventHandler;
#ifdef DEBUG_MODE_FULL
[QEGVAR(medical,woundReceived), {
params ["_unit", "_damages", "_shooter", "_ammo"];
TRACE_4("wound",_unit,_damages, _shooter, _ammo);
//systemChat str _this;
}] call CBA_fnc_addEventHandler;
#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", "", "_vehicle"];
if (local _unit && {lifeState _unit == "INCAPACITATED"}) then {
[_unit, true] call FUNC(setUnconsciousAnim);
};
if (local _vehicle) then {
[_unit] call FUNC(lockUnconsciousSeat);
};
}] call CBA_fnc_addClassEventHandler;
["CAManBase", "GetOutMan", {
params ["_unit", "", "_vehicle"];
if (local _vehicle) then {
[_unit] call FUNC(unlockUnconsciousSeat);
};
}] call CBA_fnc_addClassEventHandler;
// Fixes units being stuck in unconscious animation when being knocked over by a PhysX object
["CAManBase", "AnimDone", {
params ["_unit", "_anim"];
if (local _unit && {_anim find QUNCON_ANIM(face) != -1 && {lifeState _unit != "INCAPACITATED"}}) then {
[_unit, false] call FUNC(setUnconsciousAnim);
};
}] call CBA_fnc_addClassEventHandler;
["ace_unconscious", {
params ["_unit", "_unconscious"];
TRACE_3("unit uncon",_unit,objectParent _unit,local _unit);
if (!isNull objectParent _unit && {local objectParent _unit}) then {
if (_unconscious) then {
[_unit] call FUNC(lockUnconsciousSeat);
} else {
[_unit] call FUNC(unlockUnconsciousSeat);
};
};
}] call CBA_fnc_addEventHandler;
["ace_killed", { // global event
params ["_unit"];
TRACE_3("unit Killed",_unit,objectParent _unit,local _unit);
if (!isNull objectParent _unit && {local objectParent _unit}) exitWith {
[_unit] call FUNC(lockUnconsciousSeat);
};
}] call CBA_fnc_addEventHandler;
["CAManBase", "deleted", {
params ["_unit"];
TRACE_3("unit deleted",_unit,objectParent _unit,local _unit);
if ((!isNull objectParent _unit) && {local objectParent _unit}) then {
[_unit] call FUNC(unlockUnconsciousSeat);
};
}, true, []] call CBA_fnc_addClassEventHandler;