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