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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
66 lines
2.5 KiB
Plaintext
66 lines
2.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Handles switching units (once on init and afterwards via Zeus).
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*
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* Arguments:
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* 0: New Unit <OBJECT>
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* 1: Old Unit <OBJECT>
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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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* [newbob, oldbob] call ace_advanced_fatigue_fnc_handlePlayerChanged
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*
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* Public: No
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*/
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params ["_newUnit", "_oldUnit"];
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TRACE_2("unit changed",_newUnit,_oldUnit);
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if !(isNull _oldUnit) then {
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_oldUnit enableStamina true;
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_oldUnit removeEventHandler ["AnimChanged", _oldUnit getVariable [QGVAR(animHandler), -1]];
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_oldUnit setVariable [QGVAR(animHandler), nil];
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TRACE_1("remove old",_oldUnit getVariable QGVAR(animHandler));
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_oldUnit setVariable [QGVAR(ae1Reserve), GVAR(ae1Reserve)];
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_oldUnit setVariable [QGVAR(ae2Reserve), GVAR(ae2Reserve)];
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_oldUnit setVariable [QGVAR(anReserve), GVAR(anReserve)];
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_oldUnit setVariable [QGVAR(anFatigue), GVAR(anFatigue)];
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_oldUnit setVariable [QGVAR(muscleDamage), GVAR(muscleDamage)];
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};
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_newUnit enableStamina false;
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// Don't add a new EH if the unit respawned
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if (_newUnit getVariable [QGVAR(animHandler), -1] == -1) then {
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private _animHandler = _newUnit addEventHandler ["AnimChanged", {
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GVAR(animDuty) = _this call FUNC(getAnimDuty);
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}];
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TRACE_1("add new",_animHandler);
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_newUnit setVariable [QGVAR(animHandler), _animHandler];
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};
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GVAR(ae1Reserve) = _newUnit getVariable [QGVAR(ae1Reserve), AE1_MAXRESERVE];
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GVAR(ae2Reserve) = _newUnit getVariable [QGVAR(ae2Reserve), AE2_MAXRESERVE];
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GVAR(anReserve) = _newUnit getVariable [QGVAR(anReserve), AN_MAXRESERVE];
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GVAR(anFatigue) = _newUnit getVariable [QGVAR(anFatigue), 0];
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GVAR(muscleDamage) = _newUnit getVariable [QGVAR(muscleDamage), 0];
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// Clean variables for respawning units
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{
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_newUnit setVariable [_x, nil];
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} forEach [QGVAR(ae1Reserve), QGVAR(ae2Reserve), QGVAR(anReserve), QGVAR(anFatigue), QGVAR(muscleDamage)];
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GVAR(VO2Max) = 35 + 20 * (_newUnit getVariable [QGVAR(performanceFactor), GVAR(performanceFactor)]);
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GVAR(VO2MaxPower) = GVAR(VO2Max) * SIM_BODYMASS * 0.23 * JOULES_PER_ML_O2 / 60;
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GVAR(peakPower) = VO2MAX_STRENGTH * GVAR(VO2MaxPower);
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GVAR(ae1PathwayPower) = GVAR(peakPower) / (13.3 + 16.7 + 113.3) * 13.3 * ANTPERCENT ^ 1.28 * 1.362;
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GVAR(ae2PathwayPower) = GVAR(peakPower) / (13.3 + 16.7 + 113.3) * 16.7 * ANTPERCENT ^ 1.28 * 1.362;
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GVAR(ppeBlackoutLast) = 100;
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GVAR(lastBreath) = 0;
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GVAR(animDuty) = [_newUnit, animationState _newUnit] call FUNC(getAnimDuty);
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