mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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Update damage handler and improve study body
Vanilla development commits applied:3db0fe8e7a73a63898f108e18d5b52126da2dcd3d5fa323865d37526fcc65fcca134f0c9c1fc934d
This commit is contained in:
@@ -1,13 +1,11 @@
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scriptName "Functions\misc\fn_damageHandler.sqf";
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/***********************************************************
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Modifyed by Alby
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PROCESS DAMAGE TO A UNIT
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- Function
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- [unit, selectionName, damage, source, projectile] call fnc_usec_damageHandler;
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************************************************************/
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private ["_unit","_hit","_damage","_unconscious","_source","_ammo","_Viralzed","_isMinor","_isHeadHit","_isPlayer","_isBandit","_punishment","_humanityHit","_myKills","_wpst","_sourceDist","_sourceWeap","_scale","_type","_nrj","_rndPain","_hitPain","_wound","_isHit","_isbleeding","_rndBleed","_hitBleed","_isInjured","_lowBlood","_rndInfection","_hitInfection","_isCardiac","_chance","_breakaleg","_model","_isZombieHit"];
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private ["_HitBy","_end","_unit","_hit","_damage","_unconscious","_source","_ammo","_Viralzed","_isMinor","_isHeadHit","_isPlayer","_isBandit","_punishment","_humanityHit","_myKills","_wpst","_sourceDist","_sourceWeap","_scale","_type","_nrj","_rndPain","_hitPain","_wound","_isHit","_isbleeding","_rndBleed","_hitBleed","_isInjured","_lowBlood","_rndInfection","_hitInfection","_isCardiac","_chance","_falling","_model","_isZombieHit"];
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_unit = _this select 0;
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_hit = _this select 1;
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_damage = _this select 2;
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@@ -15,20 +13,54 @@ _unconscious = _unit getVariable ["NORRN_unconscious", false];
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_source = _this select 3;
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_isPZombie = player isKindOf "PZombie_VB";
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_ammo = _this select 4;
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_isZombieHit = (_ammo == "zombie");
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_model = typeOf player;
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_Viralzed = typeOf _source in DayZ_ViralZeds;
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_isMinor = (_hit in USEC_MinorWounds);
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_isHeadHit = (_hit == "head_hit");
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_isPlayer = (isPlayer _source);
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_isZombieHit = _ammo == "zombie";
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// anti-hack for local explosions (HelicopterExploSmall, HelicopterExploBig, SmallSecondary...) spawned by hackers
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//diag_log [ diag_ticktime, __FILE__, _this];
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_breakaleg = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Dayz_freefall select 1 > 3)})}) /*AND {(abs(time - (Dayz_freefall select 0))<1)}*/;
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if ( (!_breakaleg) AND {(((isNull _source) OR {(_unit == _source)}) AND {((_ammo == "") OR {({damage _x > 0.9} count((getposATL vehicle _unit) nearEntities [["Air", "LandVehicle", "Ship"],15]) == 0) AND (count nearestObjects [getPosATL vehicle _unit, ["TrapItems"], 30] == 0)})})}) exitWith {0};
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//Ignore none part dmg.
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if (_hit == "") exitwith { 0 };
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_falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Dayz_freefall select 1 > 3)})});
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//Simple hack to help with a few issues from direct damage to physic based damage. ***until 2.0***
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if (isNull dayz_getout) then {
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_vehicleArray = nearestObjects [(getposATL (vehicle _unit)),["Car","Helicopter","Motorcycle","Ship"],3];
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{
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if ((speed _x > 10) or (speed _x < 8)) exitwith { dayz_HitBy = _x; };
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} count _vehicleArray;
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};
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//Lets see if the player has been struck by a moving vehicle.
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if (!isNull dayz_HitBy) then { _ammo = "RunOver"; };
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if ((_hit == "Legs") AND {(_ammo == "RunOver")}) then { dayz_HitBy = objNull; };
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//If a vehicle is moveing faster then 15 lets register some kind of direct damage rather then relying on indirect/physics damage.
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if (!isNull dayz_getout && diag_tickTime - dayz_getoutTime < 5) then { _ammo = "Dragged"; };
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if ((_hit == "Legs") AND {(_ammo == "Dragged")}) then { dayz_getout = objNull; };
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_end = false;
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if (!_falling) then {
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//No _ammo type exit, indirect/physics damage.
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if (_ammo == "") exitwith { _end = true; };
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//If _source contains no object exit. But lets not exit if the unit returns player. Maybe its his own fault.
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if (isNull _source) exitwith { _end = true; };
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};
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if (_end) exitwith { 0 };
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//End Simple hack for damage ***until 2.0***
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if (_unit == player) then {
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//Set player in combat
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_unit setVariable["startcombattimer", 1];
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_unit setVariable["inCombat", 1, true];
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if (_unit == player) then
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{
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if (_hit == "") then
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{
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if ((_source != player) and _isPlayer && alive player) then
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@@ -56,8 +88,8 @@ if (_unit == player) then
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{!_isPZombie});
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_humanityHit = 0;
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if (!_punishment && {(DayZ_LastHumanityChange + 3) < diag_tickTime}) then {
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DayZ_LastHumanityChange = diag_tickTime;
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if (!_punishment && {(dayz_lastHumanityChange + 3) < diag_tickTime}) then {
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dayz_lastHumanityChange = diag_tickTime;
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_myKills = 200 - (((player getVariable ["humanKills",0]) / 3) * 150);
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// how many non bandit players have I (the shot/damaged player) killed?
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// punish my killer 200 for shooting a surivor
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@@ -68,7 +100,7 @@ if (_unit == player) then
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};
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// In the case of outrageous damage (crashes, explosions, desync repeated headshots); cap the limit on humanity lost.
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[_source,_humanityHit] spawn {
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[_source,_humanityHit] spawn {
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private ["_source","_humanityHit"];
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_source = _this select 0;
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_humanityHit = _this select 1;
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@@ -85,10 +117,6 @@ if (_unit == player) then
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private ["_unit"];
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_unit = _this select 0;
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localize "str_player_tranquilized" call dayz_rollingMessages;
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//systemChat format ["YOU HAVE BEEN TRANQUILISED"];
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//uiSleep 2;
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// 0 fadeSound 0.05;
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//uiSleep 5;
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[_unit,0.01] call fnc_usec_damageUnconscious;
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_unit setVariable ["NORRN_unconscious", true, true];
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r_player_timeout = round(random 60);
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@@ -140,92 +168,30 @@ if (_unit == player) then
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};
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};
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};
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};
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//Pure blood damage
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_scale = 200;
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_type = 0;
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if ((_ammo isKindof "Grenade") or (_ammo isKindof "ShellBase") or (_ammo isKindof "TimeBombCore") or (_ammo isKindof "BombCore") or (_ammo isKindof "MissileCore") or (_ammo isKindof "RocketCore") or (_ammo isKindof "FuelExplosion") or (_ammo isKindof "GrenadeBase")) then {
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_type = 1;
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};
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if ((_ammo isKindof "B_127x107_Ball") or (_ammo isKindof "B_127x99_Ball")) then {
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_type = 2;
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};
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if (_damage > 0.4) then {
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if (!_isZombieHit) then {
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_scale = _scale + 50; //250
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};
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//Start body part scale
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if (_isZombieHit) then {
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//_scale = _scale * 3; //600 = Normal, 900 = Viral
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_scale = getNumber (configFile >> "CfgVehicles" >> (typeOf _source) >> "damageScale");
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if (dayz_DamageMultiplier > 1) then {
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_scale = _scale * dayz_DamageMultiplier;
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};
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//diag_log format["%1, DamageScale: %2",__FILE__,_scaleNew];
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};
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if (_isHeadHit) then {
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_scale = _scale * 2; //700 = Normal, 900 = Viral, 500 = wild
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};
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//End body part scale
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if ((isPlayer _source) and !(player == _source)) then {
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_scale = _scale + 800;
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if (_isHeadHit) then {
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_scale = _scale + 500;
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};
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};
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switch (_type) do {
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case 1: {_scale = _scale + 200};
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case 2: {_scale = _scale + 200};
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};
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if (_unit == player) then {
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//diag_log ("DAMAGE: player hit by " + (typeOf _source) + " in " + _hit + " with " + _ammo + " for " + str(_damage) + " scaled " + str(_damage * _scale) + " Conscious " + str (!_unconscious));
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diag_log format["DAMAGE: player hit by %1 in %2 with %3 for %4 scaled to %5, Conscious %6",(typeOf _source),_hit,if (_ammo == "") then { "" } else { _ammo },(str(_damage)),(str(_damage * _scale)),(str (!_unconscious))];
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r_player_blood = r_player_blood - (_damage * _scale);
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};
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};
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//Record Damage to Minor parts (legs, arms)
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if (_hit in USEC_MinorWounds) then {
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private ["_type"];
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if (_isZombieHit) then {
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if (_hit == "legs") then {
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[_unit,_hit,(_damage / 6)] call object_processHit;
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} else {
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[_unit,_hit,(_damage / 4)] call object_processHit;
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};
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} else {
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if (_breakaleg) then {
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_nrj = ((Dayz_freefall select 1)*20) / 100;
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_gravity = 9.81 min (2*(Dayz_freefall select 1)/((0.00001 + (Dayz_freefall select 2))^2));
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_nrj2 = _gravity * (Dayz_freefall select 1);
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//diag_log [ "handler freefall", _nrj, _nrj2, Dayz_freefall];
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if (random(_nrj2 / (5 * 9.81)) > 0.5) then { // freefall from 5m => 1/2 chance to get hit legs registered
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diag_log[__FILE__, "Legs damage registered from freefall, damage:",_damage,"gravity:", _gravity,
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"height:", (Dayz_freefall select 1), "blood loss", (_nrj2 * 25) ];
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[_unit,_hit,_damage] call object_processHit;
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} else {
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[_unit,"arms",(_damage / 6)] call object_processHit; // prevent broken legs due to arma bugs
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};
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if (_nrj2 > 30) then {
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(3 min (_nrj2/100)) call fnc_usec_bulletHit; // red flash
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r_player_blood = 0 max (r_player_blood - (_nrj2 * 25));
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};
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} else {
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[_unit,_hit,(_damage / 2)] call object_processHit;
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};
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[_unit,_hit,(_damage / 2)] call object_processHit;
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dayz_lastDamageSource = switch (true) do {
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case (_falling): {"fall"};
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case (_isZombieHit): {"zombie"};
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case (_ammo == "RunOver"): {"runover"};
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case (_ammo == "Dragged"): {"eject"};
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case (_ammo in MeleeAmmo): {"melee"};
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case (!isNil "_wpst" && {!(_wpst select 0 in ["","Throw"])}): {"shot"};
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default {"none"};
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};
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if (dayz_lastDamageSource != "none") then {dayz_lastDamageTime = diag_tickTime;};
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};
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if (_unit == player) then {
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//Set player in combat
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_unit setVariable["startcombattimer", 1];
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_unit setVariable["inCombat", 1, true];
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//Pure base blood damage
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_scale = 200;
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//Ammo Type Setup
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_type = switch true do {
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case ((_ammo isKindof "Grenade") or (_ammo isKindof "ShellBase") or (_ammo isKindof "TimeBombCore") or (_ammo isKindof "BombCore") or (_ammo isKindof "MissileCore") or (_ammo isKindof "RocketCore") or (_ammo isKindof "FuelExplosion") or (_ammo isKindof "GrenadeBase")): { 1 };
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case ((_ammo isKindof "B_127x107_Ball") or (_ammo isKindof "B_127x99_Ball")): { 2 };
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case (_isZombieHit): { 3 };
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case (_ammo == "RunOver"): { 4 };
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case (_ammo == "Dragged"): { 5 };
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default { 0 };
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};
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//Shake the cam, frighten them!
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@@ -239,13 +205,45 @@ if (_damage > 0.1) then {
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};
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};
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if (_damage > 0.4) then {
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//Pain and Infection
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if (_damage > 0.4) then {
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//Scale damage based on headhits.
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if (_isHeadHit) then {
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_scale = _scale * 2; //700 = Normal, 900 = Viral, 500 = wild
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};
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//End body part scale
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//???????????
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if ((isPlayer _source) and !(player == _source)) then {
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_scale = _scale + 800;
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if (_isHeadHit) then {
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_scale = _scale + 500;
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};
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};
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//Modify base scale based on the types, Allows us to modify specific types of damage if needed.
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switch (_type) do {
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//Explosions
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case 1: {_scale = _scale + 300};
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//Bullet types
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case 2: {_scale = _scale + 150};
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//Zombies
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case 3: {_scale = getNumber (configFile >> "CfgVehicles" >> (typeOf _source) >> "damageScale"); if (dayz_DamageMultiplier > 1) then {_scale = _scale * dayz_DamageMultiplier;};};
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//Dragged
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case 4: {_scale = _scale - 150};
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//RunOver
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case 5: {_scale = 25};
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};
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//Display some info in the players log file.
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if (_unit == player) then {
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diag_log format["DAMAGE: player hit by %1 in %2 with %3 for %4 scaled to %5, Conscious %6",(typeOf _source),_hit,if (_ammo == "") then { "" } else { _ammo },(str(_damage)),(str(_damage * _scale)),(str (!_unconscious))];
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r_player_blood = r_player_blood - (_damage * _scale);
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//Pain and Infection
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_rndPain = floor(random 10);
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_hitPain = (_rndPain < _damage);
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if ((_isHeadHit) or (_damage > 1.2 and _hitPain)) then {
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if ((_isHeadHit) or (_hitPain)) then {
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_hitPain = true;
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};
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@@ -253,10 +251,6 @@ if (_damage > 0.4) then {
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r_player_inpain = true;
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player setVariable["USEC_inPain",true,true];
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};
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if ((_damage > 1.5) and _isHeadHit) then {
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if (_isZombieHit) then {_id = [_source,"shothead",1] spawn player_death;} else {_id = [_source,"shothead"] spawn player_death;};
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};
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};
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//Create wound and cause bleed
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@@ -265,20 +259,16 @@ if (_damage > 0.4) then {
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_isbleeding = false;
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_isScratched = false;
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switch true do {
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default {
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_rndBleed = floor(random 100);
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_rndBleedChance = getNumber (configFile >> "CfgVehicles" >> (typeOf _source) >> "BleedChance");
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_hitBleed = (_rndBleed < _rndBleedChance);
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_rndBleed = floor(random 100);
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_rndBleedChance = getNumber (configFile >> "CfgVehicles" >> (typeOf _source) >> "BleedChance");
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_hitBleed = (_rndBleed < _rndBleedChance);
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if (_hitBleed) then {
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_isbleeding = true;
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};
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};
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if (_hitBleed) then {
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_isbleeding = true;
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};
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if (_isZombieHit) then {
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if (_type == 3) then {
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if (!_isHit && _isbleeding && !_isPZombie) then {
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//Create Wound
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_unit setVariable["hit_"+_wound,true,true];
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@@ -297,6 +287,7 @@ if (_damage > 0.4) then {
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dayz_sourceBleeding = _source;
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};
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};
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//Set ability to give blood
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_lowBlood = _unit getVariable["USEC_lowBlood",false];
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if (!_lowBlood) then {
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@@ -308,10 +299,9 @@ if (_damage > 0.4) then {
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//HitInfection from zombies
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if ((!r_player_infected) and !(r_player_Sepsis select 0)) then {
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if (_isZombieHit) then {
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if (_type == 3) then {
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_rndSepsis = floor(random 100);
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_sepsisChance = getNumber (configFile >> "CfgVehicles" >> (typeOf _source) >> "sepsisChance");
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//_hitInfection = (_rndInfection < _infectionChance);
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if (_rndSepsis < _sepsisChance) then {
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r_player_Sepsis = [true, diag_tickTime];
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@@ -321,7 +311,7 @@ if (_damage > 0.4) then {
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};
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};
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} else {
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if(!_isHit && !_isPZombie) then {
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if (!_isHit && !_isPZombie) then {
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//Create Wound
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_unit setVariable["hit_"+_wound,true,true];
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PVDZ_hlt_Bleed = [_unit,_wound,_damage];
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@@ -347,6 +337,39 @@ if (_damage > 0.4) then {
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};
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};
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//Record Damage to Minor parts (legs, arms)
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if (_hit in USEC_MinorWounds) then {
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if (_type == 3) then {
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if (_hit == "legs") then {
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[_unit,_hit,(_damage / 6)] call object_processHit;
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} else {
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[_unit,_hit,(_damage / 4)] call object_processHit;
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};
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} else {
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if (_falling) then {
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_nrj = ((Dayz_freefall select 1)*20) / 100;
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_gravity = 9.81 min (2*(Dayz_freefall select 1)/((0.00001 + (Dayz_freefall select 2))^2));
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_nrj2 = _gravity * (Dayz_freefall select 1);
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//diag_log [ "handler freefall", _nrj, _nrj2, Dayz_freefall];
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if (random(_nrj2 / (5 * 9.81)) > 0.5) then { // freefall from 5m => 1/2 chance to get hit legs registered
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diag_log[__FILE__, "Legs damage registered from freefall, damage:",_damage,"gravity:", _gravity,
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"height:", (Dayz_freefall select 1), "blood loss", (_nrj2 * 25) ];
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[_unit,_hit,_damage] call object_processHit;
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} else {
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[_unit,"arms",(_damage / 6)] call object_processHit; // prevent broken legs due to arma bugs
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};
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if (_nrj2 > 30) then {
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(3 min (_nrj2/100)) call fnc_usec_bulletHit; // red flash
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r_player_blood = 0 max (r_player_blood - (_nrj2 * 25));
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};
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} else {
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[_unit,_hit,(_damage / 2)] call object_processHit;
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};
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[_unit,_hit,(_damage / 2)] call object_processHit;
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};
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};
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||||
if (_type == 1) then {
|
||||
/*
|
||||
BALISTIC DAMAGE
|
||||
@@ -391,7 +414,7 @@ if (_type == 2) then {
|
||||
};
|
||||
};
|
||||
|
||||
if (_isZombieHit) then {
|
||||
if (_type == 3) then {
|
||||
if (!_unconscious and !_isMinor and _isHeadHit) then {
|
||||
_chance = random 1;
|
||||
if ((_damage > 0.8) and (_chance < 0.5)) then {
|
||||
|
||||
Reference in New Issue
Block a user