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104 lines
3.8 KiB
Plaintext
104 lines
3.8 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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while {(_allHitPoints param [0, ""]) select [0,1] == "#"} do { WARNING_1("Ignoring Reflector hitpoint %1",_allHitPoints deleteAt 0); };
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if (_allHitPoints param [0, ""] != "ACE_HDBracket") then {
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if (unitIsUAV _unit) exitWith {TRACE_1("ignore UAV AI",typeOf _unit);};
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if (getNumber ((configOf _unit) >> "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", "_damages", "_shooter", "_ammo"];
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TRACE_4("wound",_unit,_damages,_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", "", "_vehicle"];
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if (local _unit && {lifeState _unit == "INCAPACITATED"}) then {
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[_unit, true] call FUNC(setUnconsciousAnim);
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};
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if (local _vehicle) then {
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[_unit] call FUNC(lockUnconsciousSeat);
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};
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}] call CBA_fnc_addClassEventHandler;
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["CAManBase", "GetOutMan", {
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params ["_unit", "", "_vehicle"];
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if (local _vehicle) then {
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[_unit] call FUNC(unlockUnconsciousSeat);
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};
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}] 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 find QUNCON_ANIM(face) != -1 && {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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["ace_unconscious", {
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params ["_unit", "_unconscious"];
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TRACE_3("unit uncon",_unit,objectParent _unit,local _unit);
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if (!isNull objectParent _unit && {local objectParent _unit}) then {
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if (_unconscious) then {
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[_unit] call FUNC(lockUnconsciousSeat);
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} else {
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[_unit] call FUNC(unlockUnconsciousSeat);
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};
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};
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}] call CBA_fnc_addEventHandler;
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["ace_killed", { // global event
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params ["_unit"];
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TRACE_3("unit Killed",_unit,objectParent _unit,local _unit);
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if (!isNull objectParent _unit && {local objectParent _unit}) exitWith {
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[_unit] call FUNC(lockUnconsciousSeat);
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};
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// Prevent second ragdoll of uncon units when they're killed
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if (IS_UNCONSCIOUS(_unit) && !isAwake _unit) then {
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_unit enableSimulation false;
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[{_this enableSimulation true}, _unit, 2] call CBA_fnc_waitAndExecute;
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};
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}] call CBA_fnc_addEventHandler;
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["CAManBase", "deleted", {
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params ["_unit"];
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TRACE_3("unit deleted",_unit,objectParent _unit,local _unit);
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if ((!isNull objectParent _unit) && {local objectParent _unit}) then {
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[_unit] call FUNC(unlockUnconsciousSeat);
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};
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}, true, []] call CBA_fnc_addClassEventHandler;
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