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8fd0aef7d4
{} were unmatched so nothing ran. I think this is just leftover from a merge.
126 lines
4.1 KiB
Plaintext
126 lines
4.1 KiB
Plaintext
/*
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* Author: KoffeinFlummi, Glowbal
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* Main HandleDamage EH function.
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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 <OBJECT/STRING>
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*
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* Return Value:
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* Damage To Be Inflicted <NUMBER>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_typeIndex", "_preventDeath"];
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_unit = _this select 0;
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_selection = _this select 1;
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_damage = _this select 2;
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_shooter = _this select 3;
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_projectile = _this select 4;
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if !(local _unit) exitWith {nil};
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if (typeName _projectile == "OBJECT") then {
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_projectile = typeOf _projectile;
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_this set [4, _projectile];
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};
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// If the damage is being weird, we just tell it to fuck off.
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if !(_selection in (GVAR(SELECTIONS) + [""])) exitWith {0};
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// Exit if we disable damage temporarily
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_damageOld = damage _unit;
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if (_selection in GVAR(SELECTIONS)) then {
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_damageOld = _unit getHit _selection;
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};
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if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {_damageOld};
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// Get return damage
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_damageReturn = _damage;
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if (GVAR(level) < 2) then {
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_damageReturn = _this call FUNC(handleDamage_basic);
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} else {
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if !([_unit] call FUNC(hasMedicalEnabled)) exitwith {
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// Because of the config changes, we cannot properly disable the medical system for a unit.
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// lets use basic for the ACE_time being..
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_damageReturn = _this call FUNC(handleDamage_basic);
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};
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_newDamage = _this call FUNC(handleDamage_caching);
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_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage);
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_typeIndex = (GVAR(allAvailableDamageTypes) find _typeOfDamage);
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_minLethalDamage = 0.01;
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if (_typeIndex >= 0) then {
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_minLethalDamage = GVAR(minLethalDamages) select _typeIndex;
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};
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if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _shooter} && {_projectile == ""} && {_selection == ""}) then {
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if (GVAR(enableVehicleCrashes)) then {
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_selection = GVAR(SELECTIONS) select (floor(random(count GVAR(SELECTIONS))));
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};
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};
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if ((_minLethalDamage <= _newDamage) && {[_unit, [_selection] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)}) then {
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if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)])) exitwith {
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_damageReturn = 0.9;
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};
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if ([_unit] call FUNC(setDead)) then {
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_damageReturn = 1;
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} else {
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_damageReturn = _damageReturn min 0.89;
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};
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} else {
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_damageReturn = _damageReturn min 0.89;
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};
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};
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[_unit] call FUNC(addToInjuredCollection);
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if (_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) exitWith {
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if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
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[_unit] call EFUNC(common,unloadPerson);
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};
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private "_delayedUnconsicous";
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_delayedUnconsicous = false;
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if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
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[_unit] call EFUNC(common,unloadPerson);
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_delayedUnconsicous = true;
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};
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if (_damageReturn >= 0.9 && {_selection in ["", "head", "body"]}) exitWith {
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if (_unit getvariable ["ACE_isUnconscious", false]) exitwith {
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[_unit] call FUNC(setDead);
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0.89
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};
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if (_delayedUnconsicous) then {
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[{
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[_this select 0, true] call FUNC(setUnconscious);
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}, [_unit], 0.7, 0] call EFUNC(common,waitAndExec);
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} else {
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[{
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[_this select 0, true] call FUNC(setUnconscious);
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}, [_unit]] call EFUNC(common,execNextFrame);
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};
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0.89
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};
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_damageReturn min 0.89;
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};
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if (((_unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)]) > 0) && {_damageReturn >= 0.9} && {_selection in ["", "head", "body"]}) exitWith {
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if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then {
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[_unit] call EFUNC(common,unloadPerson);
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};
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[_unit] call FUNC(setDead);
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0.89
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};
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_damageReturn
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