Epoch/Sources/epoch_code/compile/environment/EPOCH_client_bitePlayer.sqf

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/*
Author: Aaron Clark - EpochMod.com
Contributors:
Description:
Performs damage related effects
Licence:
Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
Github:
2016-06-13 16:54:19 +00:00
https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/compile/environment/EPOCH_client_bitePlayer.sqf
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Example:
_dog call EPOCH_client_bitePlayer;
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Parameter(s):
_this: OBJECT - attacker
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Returns:
NOTHING
*/
private ["_distance","_toxicChance","_bloodpChance","_fatigueChance","_bleedAmount","_bloodpAmount","_soundEffect","_canSee","_ppEffect","_bleedChance","_soundEffectIndex","_soundEffectGlobal","_animationEffect","_animationEffectGlobal","_cfgObjectInteraction"];
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if !(isNull _this && alive _this) then {
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_distance = 5;
_toxicChance = 0.1;
_bleedChance = 1;
_bloodpChance = 0;
_fatigueChance = 0.1;
_bleedAmount = 30;
_bloodpAmount = 2;
_soundEffect = "";
_soundEffectGlobal = -1;
_animationEffect = "";
_animationEffectGlobal = -1;
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_canSee = false;
_ppEffect = 0;
_cfgObjectInteraction = (('CfgObjectInteractions' call EPOCH_returnConfig) >> (typeOf _this));
if (isClass _cfgObjectInteraction) then {
_distance = getNumber (_cfgObjectInteraction >> "distance");
_toxicChance = getNumber (_cfgObjectInteraction >> "toxicChance");
_bloodpChance = getNumber (_cfgObjectInteraction >> "bloodpChance");
_fatigueChance = getNumber (_cfgObjectInteraction >> "fatigueChance");
_bleedAmount = getNumber (_cfgObjectInteraction >> "bleedAmount");
_bloodpAmount = getNumber (_cfgObjectInteraction >> "bloodpAmount");
_soundConfigArray = getArray (_cfgObjectInteraction >> "soundEffect");
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if !(_soundConfigArray isEqualTo []) then {
_soundEffect = selectRandom _soundConfigArray;
};
_soundEffectGlobal = getNumber (_cfgObjectInteraction >> "soundEffectGlobal");
_animConfigArray = getArray (_cfgObjectInteraction >> "animationEffect");
if !(_animConfigArray isEqualTo []) then {
_animationEffect = selectRandom _animConfigArray;
};
_animationEffectGlobal = getNumber (_cfgObjectInteraction >> "animationEffectGlobal");
_canSee = call compile (getText (_cfgObjectInteraction >> "canSee"));
_ppEffect = getNumber (_cfgObjectInteraction >> "ppEffect");
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};
if ((_this distance player) < _distance && _canSee) then {
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_soundEffectIndex = EPOCH_sounds find _soundEffect;
if (_soundEffectIndex != -1) then {
_this say3D _soundEffect;
if (_soundEffectGlobal != -1) then {
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
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[player, _this, _soundEffectIndex, Epoch_personalToken] remoteExec ["EPOCH_server_handle_say3D",2];
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};
};
if (_animationEffect != "") then {
_this switchMove _animationEffect;
if (_animationEffectGlobal != -1) then {
[[_this,player], _animationEffectGlobal, Epoch_personalToken] remoteExec ["EPOCH_server_handle_switchMove",2];
};
};
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if (random 1 < _toxicChance) then {
EPOCH_playerToxicity = (EPOCH_playerToxicity + (random(100 - EPOCH_playerImmunity))) min 100;
};
if (random 1 < _bleedChance) then {
player setBleedingRemaining((getBleedingRemaining player) + _bleedAmount);
};
if (random 1 < _bloodpChance) then {
EPOCH_playerBloodP = (EPOCH_playerBloodP + (_bloodpAmount + (EPOCH_playerBloodP - 100))) min 190;
if (_ppEffect == 1) then {
[] spawn{
_ppGrain = ppEffectCreate["filmGrain", 2005];
_ppChrom = ppEffectCreate["chromAberration", 2006];
_ppColor = ppEffectCreate["colorCorrections", 2007];
_ppBlur = ppEffectCreate["radialBlur", 2008];
_ppColor ppEffectAdjust[1, 1, 0, [1.5, -1, -1.5, 0.5], [5, 3.5, -5, -0.5], [-3, 5, -5, -0.5]];
_ppColor ppEffectCommit 5;
_ppChrom ppEffectAdjust[0.01, 0.01, true];
_ppChrom ppEffectCommit 5;
_ppBlur ppEffectAdjust[0.02, 0.02, 0.15, 0.15];
_ppBlur ppEffectCommit 5;
_ppGrain ppEffectAdjust[0.1, -1, 0.05, 0.05, 2, false];
_ppGrain ppEffectCommit 1;
_ppGrain ppEffectEnable true;
_ppChrom ppEffectEnable true;
_ppColor ppEffectEnable true;
_ppBlur ppEffectEnable true;
uiSleep 2;
_ppColor ppEffectAdjust[1, 1, -0.01, [0.0, 0.0, 0.0, 0.0], [1.5, 1, 1.2, 0.6], [0.199, 0.587, 0.114, 0.20]];
_ppColor ppEffectCommit 5;
_ppChrom ppEffectAdjust[0, 0, true];
_ppChrom ppEffectCommit 5;
_ppBlur ppEffectAdjust[0, 0, 0, 0];
_ppBlur ppEffectCommit 5;
uiSleep 5;
ppEffectDestroy[_ppGrain, _ppChrom, _ppColor, _ppBlur];
};
};
};
if (random 1 < _fatigueChance) then {
player setFatigue 1;
};
};
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};