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* 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
124 lines
3.6 KiB
Plaintext
124 lines
3.6 KiB
Plaintext
/*
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Author: Aaron Clark - EpochMod.com
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Contributors:
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Description:
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Weapon fired handler
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Licence:
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Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
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Github:
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https://github.com/EpochModTeam/Epoch/tree/master/Sources/epoch_code/compile/functions/EPOCH_fnc_playerFired.sqf
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Example:
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player addEventHandler ["Fired", {_this call EPOCH_fnc_playerFired}];
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Parameter(s):
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_this select 0: unit: Object - Object the event handler is assigned to
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_this select 1: weapon: String - Fired weapon
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_this select 2: muzzle: String - Muzzle that was used
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_this select 3: mode: String - Current mode of the fired weapon
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_this select 4: ammo: String - Ammo used
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_this select 5: magazine: String - magazine name which was used
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_this select 6: projectile: Object - Object of the projectile that was shot (Arma 2: OA and onwards)
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Returns:
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NOTHING
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*/
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private ["_heal","_highestDMG","_currentHIT","_currentDMG","_newDMG","_attachments","_cursorTarget","_repaired","_gesture","_droneChance"];
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params ["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile"];
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switch true do {
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case (_ammo isKindOf "B_EnergyPack"): {
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if (!isNull cursorTarget) then {
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_cursorTarget = cursorTarget;
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_repaired = false;
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if ((player distance _cursorTarget) <= 6) then {
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_attachments = handgunItems player;
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_heal = false;
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if (_cursorTarget isKindOf "Man") then {
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if ("Heal_EPOCH" in _attachments) then {
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_heal = true;
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};
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if ("Defib_EPOCH" in _attachments) then {
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if (!alive _cursorTarget) then {
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[_cursorTarget,player,Epoch_personalToken] remoteExec ["EPOCH_server_revivePlayer",2];
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};
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};
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} else {
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if ("Repair_EPOCH" in _attachments) then {
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_heal = true;
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};
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};
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if (_heal) then {
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_highestDMG = 0;
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_currentHIT = -1;
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_currentDMG = 0;
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{
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_currentDMG = _x;
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if (_currentDMG > _highestDMG) then{
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_highestDMG = _currentDMG;
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_currentHIT = _forEachIndex;
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};
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}forEach((getAllHitPointsDamage _cursorTarget) param[2,[]]);
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if (_highestDMG > 0) then {
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_newDMG = ((_highestDMG - 0.5) max 0);
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if (local _cursorTarget) then {
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[_cursorTarget,[_currentHIT,_newDMG]] call EPOCH_client_repairVehicle;
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} else {
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[_cursorTarget,[_currentHIT,_newDMG],player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2];
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};
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} else {
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if ((damage _cursorTarget) > 0) then {
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[_cursorTarget,["ALL",0],player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2];
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};
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};
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};
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};
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};
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};
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case (_ammo isKindOf "B_Hatchet"): {
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_gesture = selectRandom ["GestureSwing0", "GestureSwing1", "GestureSwing2"];
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player playActionNow _gesture;
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call EPOCH_chopWood;
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};
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case (_ammo isKindOf "B_Swing" || _ammo isKindOf "B_Stick") : {
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player playActionNow "SledgeSwing";
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call EPOCH_mineRocks;
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if (_weapon isEqualTo "MeleeSword") then {
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call EPOCH_chopWood;
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};
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if (_weapon isEqualTo "MeleeRod") then {
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call EPOCH_fish;
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};
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};
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case (_ammo isKindOf "ChainSaw_Bullet"): {
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call EPOCH_chopWood;
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};
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default {
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_droneChance = 2;
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if !(EPOCH_nearestLocations isEqualTo[]) then{
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_droneChance = _droneChance * 2;
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};
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// reduce chance to spawn by 50% if weapon has silencer
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if (((player weaponAccessories _muzzle) select 0) != "") then{
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_droneChance = _droneChance / 2;
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};
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// 2% chance (+ 4% chance if in city) to spawn drone if shot fired (1% - 2% Half if using silencer)
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if (random EPOCH_droneRndChance < _droneChance) then{
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"I_UAV_01_F" call EPOCH_unitSpawnIncrease;
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};
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};
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};
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