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45 lines
1.3 KiB
Plaintext
45 lines
1.3 KiB
Plaintext
/*
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* Author: commy2
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* Attempt to fix floating physx with disabled damage after setPosXXX commands.
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* Handles the "fixFloating" event
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*
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* Arguments:
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* PhysX object <OBJECT>
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_object"];
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// setHitPointDamage requires local object
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if (!local _object) exitWith {};
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//Ignore mans
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if (_object isKindOf "CAManBase") exitWith {};
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//We need to manually set allowDamage to true for setHitIndex to function
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["ace_blockDamage", [_object, 0]] call CBA_fnc_localEvent;
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// save and restore hitpoints, see below why
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private _hitPointDamages = getAllHitPointsDamage _object;
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// get correct format for objects without hitpoints
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if (_hitPointDamages isEqualTo []) then {
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_hitPointDamages = [[],[],[]];
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};
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// this prevents physx objects from floating when near other physx objects with allowDamage false
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_object setDamage damage _object;
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{
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_object setHitIndex [_forEachIndex, _x];
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} forEach (_hitPointDamages select 2);
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//manually re-enable allowDamage to previous setting (ref statusEffect_funcs)
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private _effectVarName = format [QGVAR(effect_%1), "blockDamage"];
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private _effectNumber = _object getVariable [_effectVarName, 0];
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["ace_blockDamage", [_object, _effectNumber]] call CBA_fnc_localEvent;
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