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95 lines
3.8 KiB
Plaintext
95 lines
3.8 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: tcvm
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* Called by "HandleDamage" event handler. Sets up hit array for this frame's damage.
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*
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* Arguments:
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* 0: The vehicle <OBJECT>
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* 1: Name of selection where unit was damaged <STRING> (unused)
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* 2: Damage taken <NUMBER>
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* 3: Source unit of damage <OBJECT> (unused)
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* 4: Projectile that caused damage <STRING>
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* 5: Hit part index of hit point <NUMBER>
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* 6: Instigator of damage <OBJECT> (unused)
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* 7: Hit point config name <STRING>
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*
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* Return Value:
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* Current or maximum damage of part
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*
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* Example:
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* [myVehicle, projectile, 5, 0.663] call ace_vehicle_damage_fnc_handleDamage;
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*
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* Public: No
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*/
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params ["_vehicle", "_hitSelection", "_damage", "", "_projectile", "_hitIndex", "", "_hitPoint"];
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TRACE_6("HandleDamage event inputs",_vehicle,_hitSelection,_damage,_projectile,_hitIndex,_hitPoint);
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private _returnHit = if (_hitSelection isNotEqualTo "") then {
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_vehicle getHitIndex _hitIndex
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} else {
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damage _vehicle
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};
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if !(_projectile in ["ace_ammoExplosion", "ACE_ammoExplosionLarge"]) then {
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if (local _vehicle) then {
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// set up hit array so we can execute all damage next frame. Always in order of hit done.
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private _hitHash = _vehicle getVariable [QGVAR(hitHash), nil];
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if (isNil "_hitHash") then {
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_hitHash = [[], nil] call CBA_fnc_hashCreate;
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};
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private _currentFrameArray = [_hitHash, diag_frameNo] call CBA_fnc_hashGet;
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if (isNil "_currentFrameArray") then {
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_currentFrameArray = [];
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};
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// if a valid hit, process it
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if !((_hitPoint find "#light") >= 0 || { _damage <= 0 }) then {
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if (_currentFrameArray isEqualTo []) then {
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[{
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params ["_vehicle", "_processingFrame"];
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private _frameHash = _vehicle getVariable [QGVAR(hitHash), nil];
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private _hitArray = [_frameHash, _processingFrame] call CBA_fnc_hashGet;
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if (_hitArray isEqualTo []) exitWith {};
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reverse _hitArray;
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TRACE_3("processing data from old frame",diag_frameNo,_processingFrame,_hitArray);
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{
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_x params ["_vehicle", "_selection", "_damage", "_injurer", "_projectile", "_hitIndex", "", "_hitPoint"];
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private _returnHit = if (_selection isNotEqualTo "") then {
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_vehicle getHitIndex _hitIndex
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} else {
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damage _vehicle
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};
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private _newDamage = _damage - _returnHit;
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if !([_vehicle, _hitPoint, _hitIndex, _injurer, _returnHit, _newDamage, _projectile, _selection] call FUNC(handleVehicleDamage)) exitWith {
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LOG_2("cancelling rest of vehicle damage queue ( [%1] items left out of [%2] )",(count (_hitArray#1)) - _forEachIndex,count (_hitArray#1))
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};
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} forEach _hitArray;
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[_frameHash, _processingFrame] call CBA_fnc_hashRem;
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}, [_vehicle, diag_frameNo]] call CBA_fnc_execNextFrame;
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};
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_currentFrameArray pushBack _this;
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};
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[_hitHash, diag_frameNo, _currentFrameArray] call CBA_fnc_hashSet;
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_vehicle setVariable [QGVAR(hitHash), _hitHash];
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};
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};
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// damage is never to be handled in-engine. Always handle out of engine with this event handler
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// don't return 0 or else old parts will be reset in damage
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private _criticalDamageIndex = (CRITICAL_HITPOINTS findIf { _x isEqualTo _hitPoint }) + 1;
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if (_criticalDamageIndex > 0) then {
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_returnHit = (_returnHit min (CRITICAL_HITPOINTS select _criticalDamageIndex));
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};
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if (_hitPoint isEqualTo "" && _hitIndex < 0) then {
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_returnHit = _returnHit min 0.89;
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};
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_returnHit
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