ACE3/addons/medical_engine/XEH_postInit.sqf

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#include "script_component.hpp"
[QGVAR(updateDamageEffects), LINKFUNC(updateDamageEffects)] call CBA_fnc_addEventHandler;
["unit", {
params ["_new"];
[_new] call FUNC(updateDamageEffects); // Run on new controlled unit to update QGVAR(aimFracture)
}, true] call CBA_fnc_addPlayerEventHandler;
["CAManBase", "init", {
params ["_unit"];
// Check if last hit point is our dummy.
private _allHitPoints = getAllHitPointsDamage _unit param [0, []];
reverse _allHitPoints;
if (_allHitPoints param [0, ""] != "ACE_HDBracket") then {
private _config = [_unit] call CBA_fnc_getObjectConfig;
if (getText (_config >> "simulation") == "UAVPilot") exitWith {TRACE_1("ignore UAV AI",typeOf _unit);};
if (getNumber (_config >> "isPlayableLogic") == 1) exitWith {TRACE_1("ignore logic unit",typeOf _unit)};
ERROR_1("Bad hitpoints for unit type ""%1""",typeOf _unit);
} else {
// Calling this function inside curly brackets allows the usage of
// "exitWith", which would be broken with "HandleDamage" otherwise.
_unit setVariable [
QEGVAR(medical,HandleDamageEHID),
_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}]
];
};
}, nil, [IGNORE_BASE_UAVPILOTS], true] call CBA_fnc_addClassEventHandler;
#ifdef DEBUG_MODE_FULL
[QEGVAR(medical,woundReceived), {
params ["_unit", "_woundedHitPoint", "_receivedDamage", "_shooter", "_ammo"];
TRACE_5("wound",_unit,_woundedHitPoint, _receivedDamage, _shooter, _ammo);
//systemChat str _this;
}] call CBA_fnc_addEventHandler;
#endif
// this handles moving units into vehicles via load functions or zeus
// needed, because the vanilla INCAPACITATED state does not handle vehicles
["CAManBase", "GetInMan", {
params ["_unit"];
if (!local _unit) exitWith {};
if (lifeState _unit == "INCAPACITATED") then {
[_unit, true] call FUNC(setUnconsciousAnim);
};
}] call CBA_fnc_addClassEventHandler;
// Guarantee aircraft crashes are more lethal
["Air", "Killed", {
params ["_vehicle", "_killer"];
TRACE_3("air killed",_vehicle,typeOf _vehicle,velocity _vehicle);
if ((getText (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "destrType")) == "") exitWith {};
if (unitIsUAV _vehicle) exitWith {};
private _lethality = linearConversion [0, 25, (vectorMagnitude velocity _vehicle), 0.5, 1];
TRACE_2("air crash",_lethality,crew _vehicle);
{
[QEGVAR(medical,woundReceived), [_x, "Head", _lethality, _killer, "#vehiclecrash", [HITPOINT_INDEX_HEAD,1]], _x] call CBA_fnc_targetEvent;
} forEach (crew _vehicle);
}, true, ["ParachuteBase"]] call CBA_fnc_addClassEventHandler;
// Fixes units being stuck in unconscious animation when being knocked over by a PhysX object
["CAManBase", "AnimDone", {
params ["_unit", "_anim"];
if (local _unit && {_anim == "unconscious" && {lifeState _unit != "INCAPACITATED"}}) then {
[_unit, false] call FUNC(setUnconsciousAnim);
};
}] call CBA_fnc_addClassEventHandler;