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115 lines
4.2 KiB
Plaintext
115 lines
4.2 KiB
Plaintext
/**
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* fn_handleDamage.sqf
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* @Descr: N/A
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* @Author: Glowbal
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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*/
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#include "script_component.hpp"
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#define ARMOURCOEF 2
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private ["_unit","_selectionName","_amountOfDamage","_sourceOfDamage", "_typeOfProjectile","_bodyPartn","_newDamage","_typeOfDamage","_caliber", "_hitPointName", "_returnDamage", "_varCheck"];
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_unit = _this select 0;
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_selectionName = _this select 1;
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_amountOfDamage = _this select 2;
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_sourceOfDamage = _this select 3;
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_typeOfProjectile = _this select 4;
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_returnDamage = _amountOfDamage;
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// From AGM
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// This seems to only show up in MP too, but since it doesn't
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// collide with anything, I'll check it in SP as well.
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if (_selectionName == "r_femur_hit") then {
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_selectionName = "leg_r";
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};
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_bodyPartn = [_selectionName] call FUNC(getBodyPartNumber);
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// Check for vehicle crash
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if (vehicle _unit != _unit && {_bodyPartn < 0} && {isNull _sourceOfDamage} && {_typeOfProjectile == ""} && {_selectionName == ""}) then {
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if (GVAR(setting_allowVehicleCrashInjuries)) then {
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_bodyPartn = if (random(1)>=0.5) then { 0 } else { 1 };
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_typeOfProjectile = "VehicleCrash";
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};
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};
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// If it is not a valid bodyPart number, exit because we cannot do anything with it.
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if (_bodyPartn < 0) exitwith {0};
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// Most likely taking exessive fire damage. Lets exit.
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if (isNull _sourceOfDamage && (_selectionName == "head" || isBurning _unit) && _typeOfProjectile == "" && vehicle _unit == _unit) exitwith {
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0
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}; // Prefent excessive fire damage
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if (local _unit && {([_unit] call FUNC(hasMedicalEnabled))}) then {
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_returnDamage = 0;
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if (_amountOfDamage < 0) then {
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_amountOfDamage = 0;
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};
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// Ensure damage is being handled correctly.
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[_unit, _bodyPartn, _amountOfDamage] call FUNC(setDamageBodyPart);
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_newDamage = [_unit, _amountOfDamage, _bodyPartn] call FUNC(getNewDamageBodyPart);
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// From AGM medical:
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// Exclude falling damage to everything other than legs; reduce structural damage.
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if (((velocity _unit) select 2 < -5) && (vehicle _unit == _unit)) then {
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_unit setVariable [QGVAR(isFalling), True];
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};
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if (_unit getVariable [QGVAR(isFalling), false] && !(_selectionName in ["", "leg_l", "leg_r"])) exitWith {};
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if (_unit getVariable [QGVAR(isFalling), false]) then {
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_newDamage = _newDamage * 0.7;
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};
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// Increase damage for kinetic penetrators for people inside vehicles
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// to simulate hot spikey things flying around (generally unpleasant).
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if ((["ACE_Armour"] call EFUNC(common,isModLoaded_f)) && _projectile != "" && vehicle _unit != _unit) then {
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_hit = getNumber (configFile >> "CfgAmmo" >> _projectile >> "hit");
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if (_hit >= 100) then {
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_hit = linearConversion [100, 1000, _hit, 0, ARMOURCOEF, True];
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_newDamage = _newDamage * (1 + _hit);
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};
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};
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// TODO collect everything for 3 frames, then execute the handling for the damage.
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// figure out the type of damage so we can use that to determine what injures should be given.
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_typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage);
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[_unit, _newDamage, _typeOfDamage, _bodyPartn] call FUNC(onInjury_assignOpenWounds);
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if ((missionNamespace getvariable[QGVAR(setting_AdvancedLevel), 0]) > 0) then {
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//[_unit,_newDamage,_typeOfDamage,_bodyPartn] call FUNC(onInjury_assignFractures);
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if (GVAR(setting_allowAirwayInjuries)) then {
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[_unit, _amountOfDamage, _typeOfDamage, _bodyPartn] call FUNC(onInjury_assignAirwayStatus);
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};
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};
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[_unit, _newDamage, _bodyPartn] call FUNC(increasePain);
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if (([_unit, _bodyPartn] call FUNC(determineIfFatal)) || !(alive (vehicle _unit))) then {
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[_unit] call FUNC(setDead);
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_returnDamage = 1;
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} else {
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[_unit] call FUNC(addToInjuredCollection);
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if ([_unit, _bodyPartn] call FUNC(determineIfUnconscious)) then {
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[_unit] call EFUNC(common,setUnconsciousState);
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} else {
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[_unit,_newDamage] call FUNC(handleReactionHit);
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};
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};
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if (!(alive (vehicle _unit))) then {
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_returnDamage = 1;
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[_unit] call FUNC(setDead);
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};
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["Medical_onHandleDamage", _this] call ace_common_fnc_localEvent;
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} else {
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// handle damage thresholds
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};
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_returnDamage |