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https://github.com/EpochModTeam/DayZ-Epoch.git
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Move _hit == "" exitWith further down in damage handler
Vanilla development commit:
837a2623b0
This commit is contained in:
@@ -20,9 +20,6 @@ _isHeadHit = (_hit == "head_hit");
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_isPlayer = (isPlayer _source);
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_isPlayer = (isPlayer _source);
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_isZombieHit = _ammo == "zombie";
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_isZombieHit = _ammo == "zombie";
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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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_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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//Simple hack to help with a few issues from direct damage to physic based damage. ***until 2.0***
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@@ -48,7 +45,7 @@ _falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Da
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if (_ammo == "") exitwith { _end = true; };
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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 _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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if (isNull _source) then { _end = true; };
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};
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};
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@@ -61,7 +58,7 @@ if (_unit == player) then {
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_unit setVariable["startcombattimer", 1];
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_unit setVariable["startcombattimer", 1];
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_unit setVariable["inCombat", 1, true];
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_unit setVariable["inCombat", 1, true];
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if (_hit == "") then
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if (_hit == "") exitWith //Ignore none part dmg. Exit after processing humanity hit
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{
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{
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if ((_source != player) and _isPlayer && alive player) then
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if ((_source != player) and _isPlayer && alive player) then
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{
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{
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@@ -181,6 +178,9 @@ if (_unit == player) then {
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if (dayz_lastDamageSource != "none") then {dayz_lastDamageTime = diag_tickTime;};
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if (dayz_lastDamageSource != "none") then {dayz_lastDamageTime = diag_tickTime;};
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};
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};
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//Ignore none part dmg. Exit after processing humanity hit
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if (_hit == "") exitWith { 0 };
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//Pure base blood damage
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//Pure base blood damage
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_scale = 200;
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_scale = 200;
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