Update damage handler again

This fixes hits from players shooting from vehicle weapons not showning
in server RPT.
This commit is contained in:
ebaydayz
2017-01-28 20:38:35 -05:00
parent c10a7c3bc9
commit 9270050bc6
3 changed files with 19 additions and 11 deletions

View File

@@ -5,7 +5,7 @@ scriptName "Functions\misc\fn_damageHandler.sqf";
- Function
- [unit, selectionName, damage, source, projectile] call fnc_usec_damageHandler;
************************************************************/
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","_sourceType","_sourceVehicleType","_isMan"];
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","_sourceType","_sourceVehicleType","_isMan","_isVehicle","_isLocal"];
_unit = _this select 0;
_hit = _this select 1;
_damage = _this select 2;
@@ -20,6 +20,7 @@ _Viralzed = _sourceType in DayZ_ViralZeds;
_isMinor = (_hit in USEC_MinorWounds);
_isHeadHit = (_hit == "head_hit");
_isZombieHit = _ammo == "zombie";
_isLocal = local _source;
_falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Dayz_freefall select 1 > 3)})});
@@ -86,7 +87,7 @@ if (_unit == player) then {
if (_hit == "" && _ammo != "Crash") exitWith //Ignore none part dmg. Exit after processing humanity hit. Don't punish driver for damaging passenger in crash
{
if (!local _source && _isPlayer && alive player && !_isPZombie) then //Do not punish for shooting a player zombie
if (!_isLocal && _isPlayer && alive player && !_isPZombie) then //Do not punish for shooting a player zombie
{
_isBandit = (player getVariable["humanity",0]) <= -5000;
//_isBandit = (_model in ["Bandit1_DZ","BanditW1_DZ"]);
@@ -163,17 +164,21 @@ if (_unit == player) then {
};
};
//(vehicle _source != _source) does not work to detect if source unit is in a vehicle in HandleDamage EH
_isVehicle = (_sourceVehicleType isKindOf "LandVehicle" or _sourceVehicleType isKindOf "Air" or _sourceVehicleType isKindOf "Ship");
//Log to server. Useful for detecting damage and ammo cheats.
if (DZE_ServerLogHits && {!local _source} && {_isMan} && {!_isZombieHit} && {diag_ticktime-(_source getVariable["lastloghit",0]) > 2}) then {
if (DZE_ServerLogHits && {!_isLocal} && {!_isZombieHit} && {_isMan or _isVehicle} && {diag_ticktime-(_source getVariable["lastloghit",0]) > 2}) then {
_wpst = weaponState _source;
_source setVariable ["lastloghit",diag_ticktime];
_sourceDist = round(_unit distance _source);
_sourceWeap = switch (true) do {
case (_sourceVehicleType isKindOf "LandVehicle" or _sourceVehicleType isKindOf "Air" or _sourceVehicleType isKindOf "Ship") : { format ["in %1",getText(configFile >> "CfgVehicles" >> _sourceVehicleType >> "displayName")] };
case (_ammo in ["PipeBomb","Mine","MineE"]): { format["with %1",_ammo] };
case (_isVehicle) : { format ["in %1",getText(configFile >> "CfgVehicles" >> _sourceVehicleType >> "displayName")] };
case (_ammo in MeleeAmmo) : { format ["with %2%1",_wpst select 0, if (_sourceDist>6) then {"suspicious weapon "} else {""}] };
case (_wpst select 0 == "Throw") : { format ["with %1 thrown", _wpst select 3] };
case (["Horn", currentWeapon _source] call fnc_inString) : {"with suspicious vehicle "+str((getposATL _source) nearEntities [["Air", "LandVehicle", "Ship"],5])};
case (["Melee", _wpst select 0] call fnc_inString) : { format ["with %2%1",_wpst select 0, if (_sourceDist>6) then {"suspicious weapon "} else {""}] };
case ((_wpst select 0 == "") AND {(_wpst select 4 == 0)}) : { format ["with %1/%2 suspicious", primaryWeapon _source, _ammo] };
case ((_wpst select 0 == "") AND {_wpst select 4 == 0}) : { format ["with %1/%2 suspicious", primaryWeapon _source, _ammo] };
case (_wpst select 0 != "") : { format ["with %1/%2 <ammo left:%3>", _wpst select 0, _ammo, _wpst select 4] };
default { "with suspicious weapon" };
};
@@ -190,8 +195,7 @@ if (_unit == player) then {
case (_ammo == "RunOver"): {"runover"};
case (_ammo == "Dragged"): {"eject"};
case (_ammo in MeleeAmmo): {"melee"};
//(vehicle _source != _source) does not work to detect if source unit is in a vehicle in HandleDamage EH
case (!local _source && {(_isMan && !(currentWeapon _source in ["","Throw"])) or {_sourceVehicleType isKindOf "LandVehicle" or _sourceVehicleType isKindOf "Air" or _sourceVehicleType isKindOf "Ship"}}): {"shot"};
case (!_isLocal && {(_isMan && !(currentWeapon _source in ["","Throw"])) or _isVehicle}): {"shot"};
default {"none"};
};
if (dayz_lastDamageSource != "none") then {dayz_lastDamageTime = diag_tickTime;};
@@ -236,7 +240,11 @@ if (_damage > 0.4) then {
if (!(player == _source) && (_isPlayer or (_isMan && !_isZombieHit))) then { //Scale shots from AI units the same as shots from players
_scale = _scale + 800;
if (_isHeadHit) then {
_scale = _scale + 1180; //Based on 12k blood for DMR headshot at 500m
if (_ammo in MeleeAmmo) then {
_scale = _scale + 500;
} else {
_scale = _scale + 1180; //Based on 12k blood for DMR headshot at 500m
};
};
};

View File

@@ -7274,7 +7274,7 @@
<Russian>%1 умер от %2</Russian>
</Key>
<Key ID="str_player_death_killed">
<English>%1 was killed by %2 with a(n) %3 from %4m</English>
<English>%1 was killed by %2 with a %3 from %4m</English>
<German>%1 wurde von %2 mit einer %3 von %4m getötet</German>
<Russian>%1 был убит игроком %2 с %3 с расстояния %4м</Russian>
</Key>

View File

@@ -437,7 +437,7 @@ if (dayz_townGenerator) then {execVM "\z\addons\dayz_server\system\lit_fireplace
default { // player hit
_unit = _x select 0;
_source = _x select 1;
if (((!(isNil {_source})) && {!(isNull _source)}) && {((_source isKindOf "CAManBase") && {owner _unit != owner _source})}) then {
if (!isNull _source) then {
diag_log format ["P1ayer %1 hit by %2 %3 from %4 meters in %5 for %6 damage",
_unit call fa_plr2Str, _source call fa_plr2Str, toString (_x select 2), _x select 3, toString (_x select 4), _x select 5];
if (_unit getVariable ["processedDeath",0] == 0) then {