mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
a3aef6a066
Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com>
215 lines
8.9 KiB
Plaintext
215 lines
8.9 KiB
Plaintext
#include "..\script_component.hpp"
|
|
/*
|
|
* Author: commy2, kymckay
|
|
* HandleDamage EH where wound events are raised based on incoming damage.
|
|
* Be aware that for each source of damage, the EH can fire multiple times (once for each hitpoint).
|
|
* We store these incoming damages and compare them on our final hitpoint: "ace_hdbracket".
|
|
*
|
|
* Arguments:
|
|
* Handle damage EH
|
|
*
|
|
* Return Value:
|
|
* Damage to be inflicted <NUMBER>
|
|
*
|
|
* Public: No
|
|
*/
|
|
params ["_unit", "_selection", "_damage", "_shooter", "_ammo", "_hitPointIndex", "_instigator", "_hitpoint"];
|
|
|
|
// HD sometimes triggers for remote units - ignore.
|
|
if !(local _unit) exitWith {nil};
|
|
|
|
// Get missing meta info
|
|
private _oldDamage = 0;
|
|
|
|
if (_hitPoint isEqualTo "") then {
|
|
_hitPoint = "#structural";
|
|
_oldDamage = damage _unit;
|
|
} else {
|
|
_oldDamage = _unit getHitIndex _hitPointIndex;
|
|
};
|
|
|
|
// Damage can be disabled with old variable or via sqf command allowDamage
|
|
if !(isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) exitWith {_oldDamage};
|
|
|
|
private _newDamage = _damage - _oldDamage;
|
|
|
|
// Happens occasionally for vehiclehit events (see line 80 onwards)
|
|
// Just exit early to save some frametime
|
|
if (_newDamage == 0 && {_hitpoint isNotEqualTo "ace_hdbracket"}) exitWith {_oldDamage};
|
|
|
|
// Get scaled armor value of hitpoint and calculate damage before armor
|
|
// We scale using passThrough to handle explosive-resistant armor properly (#9063)
|
|
// We need realDamage to determine which limb was hit correctly
|
|
[_unit, _hitpoint] call FUNC(getHitpointArmor) params ["_armor", "_armorScaled"];
|
|
private _realDamage = _newDamage * _armor;
|
|
if (_hitPoint isNotEqualTo "#structural") then {
|
|
private _armorCoef = _armor/_armorScaled;
|
|
private _damageCoef = linearConversion [0, 1, GVAR(damagePassThroughEffect), 1, _armorCoef];
|
|
_newDamage = _newDamage * _damageCoef;
|
|
};
|
|
TRACE_4("Received hit",_hitpoint,_ammo,_newDamage,_realDamage);
|
|
|
|
// Drowning doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
|
|
// Damage occurs in consistent increments
|
|
if (
|
|
_hitPoint isEqualTo "#structural" &&
|
|
{getOxygenRemaining _unit <= 0.5} &&
|
|
{_damage isEqualTo (_oldDamage + 0.005)}
|
|
) exitWith {
|
|
TRACE_5("Drowning",_unit,_shooter,_instigator,_damage,_newDamage);
|
|
[QEGVAR(medical,woundReceived), [_unit, [[_newDamage, "Body", _newDamage]], _unit, "drowning"]] call CBA_fnc_localEvent;
|
|
|
|
0
|
|
};
|
|
|
|
// Faster than (vehicle _unit), also handles dead units
|
|
private _vehicle = objectParent _unit;
|
|
|
|
// Crashing a vehicle doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
|
|
// It does fire the EH multiple times, but this seems to scale with the intensity of the crash
|
|
if (
|
|
EGVAR(medical,enableVehicleCrashes) &&
|
|
{_hitPoint isEqualTo "#structural"} &&
|
|
{_ammo isEqualTo ""} &&
|
|
{!isNull _vehicle} &&
|
|
{vectorMagnitude (velocity _vehicle) > 5}
|
|
// todo: no way to detect if stationary and another vehicle hits you
|
|
) exitWith {
|
|
TRACE_5("Crash",_unit,_shooter,_instigator,_damage,_newDamage);
|
|
[QEGVAR(medical,woundReceived), [_unit, [[_newDamage, _hitPoint, _newDamage]], _unit, "vehiclecrash"]] call CBA_fnc_localEvent;
|
|
|
|
0
|
|
};
|
|
|
|
// Receiving explosive damage inside a vehicle doesn't trigger for each hitpoint
|
|
// This is the case for mines, explosives, artillery, and catasthrophic vehicle explosions
|
|
// Triggers twice, but that doesn't matter as damage is low
|
|
if (
|
|
_hitPoint isEqualTo "#structural" &&
|
|
{!isNull _vehicle} &&
|
|
{_ammo isNotEqualTo ""} &&
|
|
{
|
|
private _ammoCfg = configFile >> "CfgAmmo" >> _ammo;
|
|
GET_NUMBER(_ammoCfg >> "explosive",0) > 0 ||
|
|
{GET_NUMBER(_ammoCfg >> "indirectHit",0) > 0}
|
|
}
|
|
) exitwith {
|
|
TRACE_5("Vehicle hit",_unit,_shooter,_instigator,_damage,_newDamage);
|
|
|
|
_unit setVariable [QEGVAR(medical,lastDamageSource), _shooter];
|
|
_unit setVariable [QEGVAR(medical,lastInstigator), _instigator];
|
|
|
|
[QEGVAR(medical,woundReceived), [_unit, [[_newDamage, _hitPoint, _newDamage]], _shooter, "vehiclehit"]] call CBA_fnc_localEvent;
|
|
|
|
0
|
|
};
|
|
|
|
// This hitpoint is set to trigger last, evaluate all the stored damage values
|
|
// to determine where wounds are applied
|
|
if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
|
|
_unit setVariable [QEGVAR(medical,lastDamageSource), _shooter];
|
|
_unit setVariable [QEGVAR(medical,lastInstigator), _instigator];
|
|
|
|
private _damageStructural = _unit getVariable [QGVAR($#structural), [0,0]];
|
|
|
|
// --- Head
|
|
private _damageHead = [
|
|
_unit getVariable [QGVAR($HitFace), [0,0]],
|
|
_unit getVariable [QGVAR($HitNeck), [0,0]],
|
|
_unit getVariable [QGVAR($HitHead), [0,0]]
|
|
];
|
|
_damageHead sort false;
|
|
_damageHead = _damageHead select 0;
|
|
|
|
// --- Body
|
|
private _damageBody = [
|
|
_unit getVariable [QGVAR($HitPelvis), [0,0]],
|
|
_unit getVariable [QGVAR($HitAbdomen), [0,0]],
|
|
_unit getVariable [QGVAR($HitDiaphragm), [0,0]],
|
|
_unit getVariable [QGVAR($HitChest), [0,0]]
|
|
// HitBody removed as it's a placeholder hitpoint and the high armor value (1000) throws the calculations off
|
|
];
|
|
_damageBody sort false;
|
|
_damageBody = _damageBody select 0;
|
|
|
|
// --- Arms and Legs
|
|
private _damageLeftArm = _unit getVariable [QGVAR($HitLeftArm), [0,0]];
|
|
private _damageRightArm = _unit getVariable [QGVAR($HitRightArm), [0,0]];
|
|
private _damageLeftLeg = _unit getVariable [QGVAR($HitLeftLeg), [0,0]];
|
|
private _damageRightLeg = _unit getVariable [QGVAR($HitRightLeg), [0,0]];
|
|
|
|
// Find hit point that received the maximum damage
|
|
// Priority used for sorting if incoming damage is equal
|
|
// _realDamage, priority, _newDamage, body part name
|
|
private _allDamages = [
|
|
[_damageHead select 0, PRIORITY_HEAD, _damageHead select 1, "Head"],
|
|
[_damageBody select 0, PRIORITY_BODY, _damageBody select 1, "Body"],
|
|
[_damageLeftArm select 0, PRIORITY_LEFT_ARM, _damageLeftArm select 1, "LeftArm"],
|
|
[_damageRightArm select 0, PRIORITY_RIGHT_ARM, _damageRightArm select 1, "RightArm"],
|
|
[_damageLeftLeg select 0, PRIORITY_LEFT_LEG, _damageLeftLeg select 1, "LeftLeg"],
|
|
[_damageRightLeg select 0, PRIORITY_RIGHT_LEG, _damageRightLeg select 1, "RightLeg"],
|
|
[_damageStructural select 0, PRIORITY_STRUCTURAL, _damageStructural select 1, "#structural"]
|
|
];
|
|
TRACE_2("incoming",_allDamages,_damageStructural);
|
|
|
|
_allDamages sort false;
|
|
_allDamages = _allDamages apply {[_x select 2, _x select 3, _x select 0]};
|
|
|
|
// Environmental damage sources all have empty ammo string
|
|
// No explicit source given, we infer from differences between them
|
|
if (_ammo isEqualTo "") then {
|
|
// Any collision with terrain/vehicle/object has a shooter
|
|
// Check this first because burning can happen at any velocity
|
|
if !(isNull _shooter) then {
|
|
/*
|
|
If shooter != unit then they hit unit, otherwise it could be:
|
|
- Unit hitting anything at speed
|
|
- An empty vehicle hitting unit
|
|
- A physX object hitting unit
|
|
Assume fall damage for downward velocity because it's most common
|
|
*/
|
|
if (_shooter == _unit && {(velocity _unit select 2) < -2}) then {
|
|
_ammo = "falling";
|
|
TRACE_5("Fall",_unit,_shooter,_instigator,_damage,_allDamages);
|
|
} else {
|
|
_ammo = "collision";
|
|
TRACE_5("Collision",_unit,_shooter,_instigator,_damage,_allDamages);
|
|
};
|
|
} else {
|
|
// Anything else is almost guaranteed to be fire damage
|
|
_ammo = "fire";
|
|
TRACE_5("Fire Damage",_unit,_shooter,_instigator,_damage,_allDamages);
|
|
};
|
|
};
|
|
|
|
// No wounds for minor damage
|
|
// TODO check if this needs to be changed for burning damage (occurs as lots of small events that we add together)
|
|
if ((_allDamages select 0 select 0) > 1E-3) then {
|
|
TRACE_1("received",_allDamages);
|
|
[QEGVAR(medical,woundReceived), [_unit, _allDamages, _shooter, _ammo]] call CBA_fnc_localEvent;
|
|
};
|
|
|
|
// Clear stored damages otherwise they will influence future damage events
|
|
// (aka wounds will pile onto the historically most damaged hitpoint)
|
|
{
|
|
_unit setVariable [_x, nil];
|
|
} forEach [
|
|
QGVAR($HitFace),QGVAR($HitNeck),QGVAR($HitHead),
|
|
QGVAR($HitPelvis),QGVAR($HitAbdomen),QGVAR($HitDiaphragm),QGVAR($HitChest),QGVAR($HitBody),
|
|
QGVAR($HitLeftArm),QGVAR($HitRightArm),QGVAR($HitLeftLeg),QGVAR($HitRightLeg),
|
|
QGVAR($#structural)
|
|
];
|
|
|
|
0
|
|
};
|
|
|
|
// Damages are stored for "ace_hdbracket" event triggered last
|
|
_unit setVariable [format [QGVAR($%1), _hitPoint], [_realDamage, _newDamage]];
|
|
|
|
// Engine damage to these hitpoints controls blood visuals, limping, weapon sway
|
|
// Handled in fnc_damageBodyPart, persist here
|
|
if (_hitPoint in ["hithead", "hitbody", "hithands", "hitlegs"]) exitWith {_oldDamage};
|
|
|
|
// We store our own damage values so engine damage is unnecessary
|
|
0
|