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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Make minor adjustments to damage handler
These variables were moved down so they aren't checked unnecessarily when the script exits.
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@@ -9,18 +9,15 @@ private ["_HitBy","_end","_unit","_hit","_damage","_unconscious","_source","_amm
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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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_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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_unconscious = _unit getVariable ["NORRN_unconscious", false];
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_model = typeOf player;
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_sourceType = typeOf _source;
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_sourceVehicleType = typeOf (vehicle _source);
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_Viralzed = _sourceType in DayZ_ViralZeds;
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_isMinor = (_hit in USEC_MinorWounds);
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_isHeadHit = (_hit == "head_hit");
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_isMan = _sourceType isKindOf "CAManBase";
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_isPlayer = (isPlayer _source);
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_isZombieHit = _ammo == "zombie";
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_falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Dayz_freefall select 1 > 3)})});
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@@ -65,6 +62,9 @@ _falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Da
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//End Simple hack for damage ***until 2.0***
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dayz_lastDamageSourceNull = false;
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_isPZombie = _model isKindOf "PZombie_VB";
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_isMan = _sourceType isKindOf "CAManBase";
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_isPlayer = (isPlayer _source);
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if (_unit == player) then {
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//Set player in combat
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@@ -154,7 +154,7 @@ if (_unit == player) then {
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//Overkill logging. PVS network send every two seconds = lag. Not worth it just for extra anticheat logs.
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//Log to server :-( OverProcessing really not needed.
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/*if (((!(isNil {_source})) AND {(!(isNull _source))}) AND {((_source isKindOf "CAManBase") AND {(!local _source )})}) then {
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/*if (((!(isNil {_source})) AND {(!(isNull _source))}) AND {(_isMan AND {(!local _source)})}) then {
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_wpst = weaponState _source;
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if (diag_ticktime-(_source getVariable ["lastloghit",0])>2) then {
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private ["_sourceWeap"];
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@@ -226,7 +226,7 @@ if (_damage > 0.4) then {
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//End body part scale
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//???????????
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if (!(player == _source) && (isPlayer _source or (_isMan && !_isZombieHit))) then {
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if (!(player == _source) && (_isPlayer or (_isMan && !_isZombieHit))) then { //Scale shots from AI units the same as shots from players
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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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