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Conflicts: addons/medical/functions/fnc_actionCheckBloodPressure.sqf addons/medical/functions/fnc_actionCheckBloodPressureLocal.sqf addons/medical/functions/fnc_actionCheckPulse.sqf addons/medical/functions/fnc_actionCheckPulseLocal.sqf addons/medical/functions/fnc_actionDiagnose.sqf addons/medical/functions/fnc_actionRemoveTourniquet.sqf addons/medical/functions/fnc_addHeartRateAdjustment.sqf addons/medical/functions/fnc_addToInjuredCollection.sqf addons/medical/functions/fnc_addUnconsciousCondition.sqf addons/medical/functions/fnc_addVitalLoop.sqf addons/medical/functions/fnc_canTreat.sqf addons/medical/functions/fnc_copyDeadBody.sqf addons/medical/functions/fnc_createLitter.sqf addons/medical/functions/fnc_determineIfFatal.sqf addons/medical/functions/fnc_getBloodLoss.sqf addons/medical/functions/fnc_getBloodPressure.sqf addons/medical/functions/fnc_getBloodVolumeChange.sqf addons/medical/functions/fnc_getCardiacOutput.sqf addons/medical/functions/fnc_getHeartRateChange.sqf addons/medical/functions/fnc_getTriageStatus.sqf addons/medical/functions/fnc_getUnconsciousCondition.sqf addons/medical/functions/fnc_handleBandageOpening.sqf addons/medical/functions/fnc_handleCollisionDamage.sqf addons/medical/functions/fnc_handleDamage.sqf addons/medical/functions/fnc_handleDamage_advanced.sqf addons/medical/functions/fnc_handleDamage_advancedSetDamage.sqf addons/medical/functions/fnc_handleDamage_airway.sqf addons/medical/functions/fnc_handleDamage_caching.sqf addons/medical/functions/fnc_handleDamage_fractures.sqf addons/medical/functions/fnc_handleDamage_internalInjuries.sqf addons/medical/functions/fnc_handleDamage_wounds.sqf addons/medical/functions/fnc_handleDamage_woundsOld.sqf addons/medical/functions/fnc_hasMedicalEnabled.sqf addons/medical/functions/fnc_hasTourniquetAppliedTo.sqf addons/medical/functions/fnc_isInStableCondition.sqf addons/medical/functions/fnc_isMedicalVehicle.sqf addons/medical/functions/fnc_itemCheck.sqf addons/medical/functions/fnc_medicationEffectLoop.sqf addons/medical/functions/fnc_modifyMedicalAction.sqf addons/medical/functions/fnc_moduleAdvancedMedicalSettings.sqf addons/medical/functions/fnc_moduleAssignMedicalFacility.sqf addons/medical/functions/fnc_moduleBasicMedicalSettings.sqf addons/medical/functions/fnc_moduleReviveSettings.sqf addons/medical/functions/fnc_parseConfigForInjuries.sqf addons/medical/functions/fnc_playInjuredSound.sqf addons/medical/functions/fnc_reviveStateLoop.sqf addons/medical/functions/fnc_selectionNameToNumber.sqf addons/medical/functions/fnc_setDead.sqf addons/medical/functions/fnc_setHitPointDamage.sqf addons/medical/functions/fnc_setStructuralDamage.sqf addons/medical/functions/fnc_setUnconscious.sqf addons/medical/functions/fnc_showBloodEffect.sqf addons/medical/functions/fnc_treatment.sqf addons/medical/functions/fnc_treatmentAdvanced_CPR.sqf addons/medical/functions/fnc_treatmentAdvanced_CPRLocal.sqf addons/medical/functions/fnc_treatmentAdvanced_bandage.sqf addons/medical/functions/fnc_treatmentAdvanced_bandageLocal.sqf addons/medical/functions/fnc_treatmentAdvanced_fullHeal.sqf addons/medical/functions/fnc_treatmentAdvanced_fullHealLocal.sqf addons/medical/functions/fnc_treatmentAdvanced_medication.sqf addons/medical/functions/fnc_treatmentAdvanced_medicationLocal.sqf addons/medical/functions/fnc_treatmentBasic_bloodbag.sqf addons/medical/functions/fnc_treatmentBasic_bloodbagLocal.sqf addons/medical/functions/fnc_treatmentBasic_epipen.sqf addons/medical/functions/fnc_treatmentBasic_morphine.sqf addons/medical/functions/fnc_treatmentBasic_morphineLocal.sqf addons/medical/functions/fnc_treatmentIV.sqf addons/medical/functions/fnc_treatmentIVLocal.sqf addons/medical/functions/fnc_treatmentTourniquet.sqf addons/medical/functions/fnc_treatmentTourniquetLocal.sqf addons/medical/functions/fnc_treatment_failure.sqf addons/medical/functions/fnc_treatment_success.sqf addons/medical/functions/fnc_unconsciousPFH.sqf addons/medical/functions/fnc_useItem.sqf addons/medical/functions/fnc_vitalLoop.sqf addons/medical_blood/functions/fnc_hit.sqf addons/medical_treatment/functions/fnc_hasItem.sqf addons/medical_treatment/functions/fnc_useItems.sqf
78 lines
2.2 KiB
Plaintext
78 lines
2.2 KiB
Plaintext
/*
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* Author: commy2
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* Adds reactions to a unit that was hit. EH only runs where to unit is local. Adds screams, falling down, falling from ladders, ejecting from static weapons and camshake for players
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*
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* Arguments:
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* 0: unit <OBJECT>
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* 1: firer <OBJECT>
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* 2: damage taken <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, kevin, 5] call ACE_hitreactions_fnc_fallDown
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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 ["_unit", "_firer", "_damage"];
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// exit if system is disabled
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if (GVAR(minDamageToTrigger) == -1) exitWith {};
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// don't fall after minor damage
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if (_damage < GVAR(minDamageToTrigger)) exitWith {};
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// don't fall on collision damage
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if (_unit == _firer) exitWith {};
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// camshake for player
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if (_unit == ACE_player) then {
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if (visibleMap) then {
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openMap false;
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};
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addCamShake [3, 5, _damage + random 10];
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};
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private _vehicle = vehicle _unit;
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// handle static weapons
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if (_vehicle isKindOf "StaticWeapon") exitWith {
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if (!alive _unit) then {
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_unit action ["Eject", _vehicle];
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unassignVehicle _unit;
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};
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};
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// don't do animations if in a vehicle (looks weird and animations never reset):
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if (_vehicle != _unit) exitWith {};
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// this checks most things, so it doesn't mess with being inside vehicles or while dragging etc.
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if !([_unit, _vehicle] call EFUNC(common,canInteractWith)) exitWith {};
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// handle ladders
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if (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState _unit >> "ACE_isLadder") == 1) exitWith {
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_unit action ["LadderOff", nearestObject [position _unit, "House"]];
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};
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// only play animation when standing due to lack of animations, sry
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if !(stance _unit in ["CROUCH", "STAND"]) exitWith {};
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private _velocity = vectorMagnitude velocity _unit;
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// only fall when moving
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if (_velocity < 2) exitWith {};
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// get correct animation by weapon
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private _anim = _unit call FUNC(getRandomAnimation);
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// exit if no animation for this weapon exists, i.e. binocular or rocket launcher
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if (_anim == "") exitWith {};
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// don't mess with transitions. don't fall then.
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if !([_unit] call EFUNC(common,inTransitionAnim)) then {
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[_unit, _anim, 2] call EFUNC(common,doAnimation);
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};
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