diff --git a/CHANGE LOG 1.0.6.2.txt b/CHANGE LOG 1.0.6.2.txt index c6c3ac9fc..7e93e0c5c 100644 --- a/CHANGE LOG 1.0.6.2.txt +++ b/CHANGE LOG 1.0.6.2.txt @@ -16,7 +16,7 @@ [FIXED] Swimming in air or ground after relog, clothes change and respawn on certain maps. #1913 @Cherdenko [FIXED] Arma cheats enterable on map display and create marker text box. #1915 @BigEgg17 [FIXED] It is no longer possible to duplicate melee weapons by double clicking to drop and right clicking at the same time. @F507DMT -[FIXED] Death messages sometimes showing RunOver when they should not due to dayz_hitBy variable not resetting after being runover. @oiad +[FIXED] Death messages and damage sometimes showing RunOver when they should not due to a variable not resetting after being runover. @oiad [FIXED] CFGMoves/Animation CTD on server. Thanks Choc [FIXED] DayZ_RollingMessage FPS impact. #1926 @BigEgg17 [FIXED] Random skin selection on new character creation with DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]]; diff --git a/SQF/dayz_code/compile/fn_damageHandler.sqf b/SQF/dayz_code/compile/fn_damageHandler.sqf index f0c7c4d62..344abfcf5 100644 --- a/SQF/dayz_code/compile/fn_damageHandler.sqf +++ b/SQF/dayz_code/compile/fn_damageHandler.sqf @@ -5,18 +5,18 @@ 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","_isVehicle","_isLocal"]; +private ["_end","_unit","_hit","_damage","_unconscious","_source","_ammo","_isMinor","_isHeadHit","_isPlayer","_isBandit","_punishment","_humanityHit","_myKills","_wpst","_sourceDist","_sourceWeap","_scale","_type","_rndPain","_hitPain","_wound","_isHit","_isbleeding","_rndBleed","_hitBleed","_isInjured","_lowBlood","_isCardiac","_chance","_falling","_model","_isZombieHit","_sourceType","_sourceVehicleType","_isMan","_isVehicle","_isLocal","_inVehicle"]; _unit = _this select 0; _hit = _this select 1; _damage = _this select 2; _source = _this select 3; _ammo = _this select 4; -//diag_log format["HandleDamage: Unit:%1 Hit:%2 Damage:%3 Source:%4 Ammo:%5",_unit,_hit,_damage,_source,_ammo]; +//diag_log format["%1 HandleDamage: Unit:%2 Hit:%3 Damage:%4 Source:%5 Ammo:%6",diag_tickTime,_unit,_hit,_damage,_source,_ammo]; _unconscious = _unit getVariable ["NORRN_unconscious", false]; _model = typeOf player; _sourceType = typeOf _source; _sourceVehicleType = typeOf (vehicle _source); -_Viralzed = _sourceType in DayZ_ViralZeds; +_inVehicle = vehicle _unit != _unit; _isMinor = (_hit in USEC_MinorWounds); _isHeadHit = (_hit == "head_hit"); _isZombieHit = _ammo == "zombie"; @@ -24,34 +24,39 @@ _isLocal = local _source; _falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Dayz_freefall select 1 > 3)})}); -//Simple hack to help with a few issues from direct damage to physic based damage. ***until 2.0*** - if (diag_tickTime - dayz_getoutTime > 2 && (vehicle player == player)) then { - _vehicleArray = nearestObjects [(getPosATL (vehicle _unit)),["Car","Air","Motorcycle","Ship","Tank"],3]; - {if (typeOf _x == "ParachuteWest") then {_vehicleArray = _vehicleArray - [_x];};} count _vehicleArray; - { - if ((speed _x > 10) or (speed _x < -8)) exitWith { dayz_hitByTime = diag_tickTime; }; - } count _vehicleArray; +//Simple hack to help with a few issues from direct damage to physics based damage. ***until 2.0*** + //If a vehicle is moving faster than 15 lets register some kind of direct damage rather than relying on indirect/physics damage. + if (diag_tickTime - dayz_getoutTime < 1) then { + //Player ejected from a moving vehicle + _ammo = "Dragged"; + } else { + //Lets see if the player has been struck by a moving vehicle. + if (!_inVehicle) then { + if (diag_tickTime - dayz_hitByTime < 1) then { + _ammo = "RunOver"; + } else { + { + if ((speed _x > 10 or (speed _x < -8)) && {typeOf _x != "ParachuteWest"}) exitWith { + dayz_hitByTime = diag_tickTime; + _ammo = "RunOver"; + }; + } count (([_unit] call fnc_getPos) nearEntities [["Air","LandVehicle","Ship"],3]); + }; + }; }; - //Lets see if the player has been struck by a moving vehicle. - if (diag_tickTime - dayz_hitByTime < 2) then { _ammo = "RunOver"; }; - - //If a vehicle is moving faster then 15 lets register some kind of direct damage rather then relying on indirect/physics damage. - if (diag_tickTime - dayz_getoutTime < 2) then { _ammo = "Dragged"; }; - _end = false; if (!_falling) then { - if (_ammo == "" && _hit == "" && vehicle player != player) then {_ammo = "Crash";}; + if (_ammo == "" && _hit == "" && _inVehicle) then {_ammo = "Crash";}; //No _ammo type exit, indirect/physics damage. if (_ammo == "") exitwith { _end = true; }; //If _source contains no object exit. But lets not exit if the unit returns player. Maybe its his own fault. if (isNull _source && !(_ammo in ["Dragged","RunOver"])) then { - _vehicleArray = nearestObjects [(getPosATL (vehicle _unit)),["Car","Air","Motorcycle","Ship","Tank","TrapTripwireGrenade"],25]; - {if (typeOf _x == "ParachuteWest") then {_vehicleArray = _vehicleArray - [_x];};} count _vehicleArray; + _vehicleArray = nearestObjects [([vehicle _unit] call fnc_getPos),["Air","LandVehicle","Ship","TrapTripwireGrenade"],25]; //Don't exit if a drivable vehicle (or drivable vehicle wreck) is nearby, because vehicle explosions register as a null source - if (count _vehicleArray == 0) then { + if (({typeOf _x != "ParachuteWest"} count _vehicleArray) == 0) then { _end = true; /* Possible cheat. Record to block any incoming fall damage. @@ -67,7 +72,6 @@ _falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Da if (dayz_lastDamageSourceNull) then { _end = true; }; // Block incoming fall damage. }; - if (_end) exitwith { 0 }; //End Simple hack for damage ***until 2.0*** @@ -130,7 +134,7 @@ if (_unit == player) then { }; }; - if ((vehicle player == player) and (!_unconscious)) then { + if (!_inVehicle && !_unconscious) then { if (_ammo == "tranquiliser_bolt") then { [_unit] spawn { private ["_unit"]; @@ -375,10 +379,8 @@ if (_hit in USEC_MinorWounds) then { }; } else { if (_falling) then { - _nrj = ((Dayz_freefall select 1)*20) / 100; _gravity = 9.81 min (2*(Dayz_freefall select 1)/((0.00001 + (Dayz_freefall select 2))^2)); _nrj2 = _gravity * (Dayz_freefall select 1); - //diag_log [ "handler freefall", _nrj, _nrj2, Dayz_freefall]; if (random(_nrj2 / (5 * 9.81)) > 0.5) then { // freefall from 5m => 1/2 chance to get hit legs registered diag_log[__FILE__, "Legs damage registered from freefall, damage:",_damage,"gravity:", _gravity, "height:", (Dayz_freefall select 1), "blood loss", (_nrj2 * 25) ]; diff --git a/SQF/dayz_code/compile/player_death.sqf b/SQF/dayz_code/compile/player_death.sqf index 523268a9a..73957f73a 100644 --- a/SQF/dayz_code/compile/player_death.sqf +++ b/SQF/dayz_code/compile/player_death.sqf @@ -7,9 +7,11 @@ deathHandled = true; if (typeName (_this select 0) == "ARRAY") then { _body = (_this select 0) select 0; _source = (_this select 0) select 1; + diag_log format["Player_Death called from 'killed' event handler %1",_this]; } else { _body = player; _source = _this select 0; + diag_log format["Player_Death called from script %1",_this]; }; _deathPos = getPos _body; diff --git a/SQF/dayz_code/init/compiles.sqf b/SQF/dayz_code/init/compiles.sqf index e09c2f923..e4740b1a5 100644 --- a/SQF/dayz_code/init/compiles.sqf +++ b/SQF/dayz_code/init/compiles.sqf @@ -622,6 +622,7 @@ BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_co BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf"; BIS_fnc_relativeDirTo = compile("private '_dir';_dir=_this call{" + (preprocessFileLineNumbers "ca\modules\Functions\geometry\fn_relativeDirTo.sqf")+"};if(_dir>180)then{_dir=_dir-360;};if(_dir<-180)then{_dir=_dir+360;};_dir"); fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty +fnc_getPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fnc_getPos.sqf"; fnc_spawnObjects = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_spawnObjects.sqf"; object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles) @@ -678,7 +679,6 @@ BIS_fnc_numberDigits = compile preprocessFileLineNumbers "\z\addons\dayz_code\co BIS_fnc_numberText = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_numberText.sqf"; local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle FNC_GetSetPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fnc_getSetPos.sqf"; -FNC_GetPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fnc_getPos.sqf"; dayz_EjectPlayer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_ejectPlayer.sqf"; dayz_groupInvite = compile preprocessFileLineNumbers "\z\addons\dayz_code\groups\handleInvite.sqf";