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82 lines
2.8 KiB
Plaintext
82 lines
2.8 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* Set the hitpoint damage and change the structural damage acordingly, requires local vehicle.
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* Handles the ace_repair_setVehicleHitPointDamage event.
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*
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* Arguments:
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* 0: Local Vehicle to Damage <OBJECT>
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* 1: Selected hitpoint INDEX <NUMBER>
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* 2: Total Damage <NUMBER>
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* 3: Use destruction effects <BOOL>
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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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* [vehicle, 1, 0.5] call ace_repair_fnc_setHitPointDamage
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*
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* Public: No
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*/
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params ["_vehicle", "_hitPointIndex", "_hitPointDamage", ["_useEffects", false]];
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TRACE_4("params",_vehicle,typeOf _vehicle,_hitPointIndex,_hitPointDamage);
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// can't execute all commands if the vehicle isn't local. exit here.
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if !(local _vehicle) exitWith {ERROR_1("Vehicle Not Local %1", _vehicle);};
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// get all hitpoints and selections and damages
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(getAllHitPointsDamage _vehicle) params ["", ["_hitSelections", []], ["_damageValues", []]];
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([_vehicle] call FUNC(getSelectionsToIgnore)) params ["_selectionsToIgnore", "_dependsIndexMap"];
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// exit if the hitpoint is not valid
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if ((_hitPointIndex < 0) || {_hitPointIndex >= (count _hitSelections)}) exitWith {ERROR_2("NOT A VALID HITPOINT: %1-%2",_hitPointIndex,_vehicle);};
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// save structural damage and sum of hitpoint damages
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private _damageOld = damage _vehicle;
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private _realHitPointCount = 0;
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private _hitPointDamageSumOld = 0;
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private _hitPointDamageRepaired = 0; //positive for repairs : newSum = (oldSum - repaired)
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{
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if (!(_forEachIndex in _selectionsToIgnore) && !(_forEachIndex in _dependsIndexMap)) then {
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_realHitPointCount = _realHitPointCount + 1;
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_hitPointDamageSumOld = _hitPointDamageSumOld + (_damageValues select _forEachIndex);
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if (_forEachIndex == _hitPointIndex) then {
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_hitPointDamageRepaired = (_damageValues select _forEachIndex) - _hitPointDamage;
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};
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};
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} forEach _hitSelections;
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// calculate new structural damage
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private _damageNew = (_hitPointDamageSumOld - _hitPointDamageRepaired) / _realHitPointCount;
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if (_hitPointDamageSumOld > 0) then {
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_damageNew = _damageOld * ((_hitPointDamageSumOld - _hitPointDamageRepaired) / _hitPointDamageSumOld);
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};
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TRACE_5("structuralDamage",_damageOld,_damageNew,_hitPointDamageRepaired,_hitPointDamageSumOld,_realHitPointCount);
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// set new structural damage value
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private _damageDisabled = !isDamageAllowed _vehicle;
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if (_damageDisabled) then {
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_vehicle allowDamage true;
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};
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_vehicle setDamage [_damageNew, _useEffects];
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//Repair the hitpoint in the damages array:
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_damageValues set [_hitPointIndex, _hitPointDamage];
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//Set the new damage for all hitpoints
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{
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_vehicle setHitIndex [_forEachIndex, _x, _useEffects];
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} forEach _damageValues;
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// normalize hitpoints
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[_vehicle] call FUNC(normalizeHitPoints);
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if (_damageDisabled) then {
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_vehicle allowDamage false;
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};
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