This commit is contained in:
A Clark
2012-12-20 15:04:59 -06:00
parent 0faab1b8ff
commit e222efa642
9 changed files with 156 additions and 130 deletions

View File

@@ -165,27 +165,30 @@ if (_damage > 0.4) then { //0.25
};
};
if(!_isHit) then {
//Create Wound
_unit setVariable[_wound,true,true];
[_unit,_wound,_hit] spawn fnc_usec_damageBleed;
usecBleed = [_unit,_wound,_hit];
publicVariable "usecBleed";
_isPZombie = player isKindOf "PZombie_VB";
if(!_isPZombie) then {
//Create Wound
_unit setVariable[_wound,true,true];
[_unit,_wound,_hit] spawn fnc_usec_damageBleed;
usecBleed = [_unit,_wound,_hit];
publicVariable "usecBleed";
//Set Injured if not already
_isInjured = _unit getVariable["USEC_injured",false];
if (!_isInjured) then {
_unit setVariable["USEC_injured",true,true];
if ((_unit == player) and (_ammo != "zombie")) then {
dayz_sourceBleeding = _source;
//Set Injured if not already
_isInjured = _unit getVariable["USEC_injured",false];
if (!_isInjured) then {
_unit setVariable["USEC_injured",true,true];
if ((_unit == player) and (_ammo != "zombie")) then {
dayz_sourceBleeding = _source;
};
};
//Set ability to give blood
_lowBlood = _unit getVariable["USEC_lowBlood",false];
if (!_lowBlood) then {
_unit setVariable["USEC_lowBlood",true,true];
};
if (_unit == player) then {
r_player_injured = true;
};
};
//Set ability to give blood
_lowBlood = _unit getVariable["USEC_lowBlood",false];
if (!_lowBlood) then {
_unit setVariable["USEC_lowBlood",true,true];
};
if (_unit == player) then {
r_player_injured = true;
};
};
};

View File

@@ -8,7 +8,7 @@ _scaleLight = 0.5;
_scaleAlert = 1;
_isPZombie = player isKindOf "PZombie_VB";
if(_isPZombie) exitWith {};
if(_isPZombie) exitWith { DAYZ_disAudial = 0; DAYZ_disVisual = 0; };
//Assess Players Position
_anim = animationState player;

View File

@@ -1,73 +1,28 @@
private["_array","_source","_kills","_killsV","_humanity","_wait","_myKills","_dont_kill","_model"];
private["_array","_source","_kills","_killsV","_humanity","_wait","_myKills","_infected"];
if (deathHandled) exitWith {};
deathHandled = true;
//Death
_dont_kill = false;
_body = player;
_playerID = getPlayerUID player;
// If player was infected resurect as a zombie before death
if (r_player_infected) then {
if(player isKindOf "PZombie_VB") then {
// do nothing kill anyways
} else {
_model = ["pz_policeman","pz_suit1","pz_suit2","pz_worker1","pz_worker2","pz_worker3","pz_doctor","pz_teacher","pz_hunter","pz_villager1","pz_villager2","pz_villager3","pz_priest"] select floor (random 11);
[dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;
r_player_inpain = false;
r_player_dead = false;
r_player_injured = false;
r_player_cardiac = false;
//Give Blood
r_player_blood = r_player_bloodTotal;
player setVariable["USEC_lowBlood",false,true];
usecMorphine = [player,player];
publicVariable "usecMorphine";
player setVariable ["USEC_inPain", false, true];
usecBandage = [player,player];
publicVariable "usecBandage";
player setdamage 0;
{player setVariable[_x,false,true];} forEach USEC_woundHit;
player setVariable ["USEC_injured",false,true];
sleep 1;
r_player_handler = false;
nul = [] spawn fnc_usec_recoverUncons;
disableUserInput false;
// player setVariable ["medForceUpdate",true,true];
if (!(player getVariable ["NORRN_unconscious", true])) then {
nul = [] spawn fnc_usec_recoverUncons;
};
if(animationState player == "AmovPpneMstpSnonWnonDnon_healed") then {
nul = [] spawn fnc_usec_recoverUncons;
};
_dont_kill = true;
};
_infected = 0;
if (r_player_infected) then {
_infected = 1;
};
if (_dont_kill) exitWith {};
//Send Death Notice
dayzDeath = [dayz_characterID,0,_body,_playerID,dayz_playerName];
dayzDeath = [dayz_characterID,0,_body,_playerID,dayz_playerName,_infected];
publicVariableServer "dayzDeath";
if (isServer) then {
_id = dayzDeath spawn server_playerDied;
_id = dayzDeath spawn server_playerDied;
};
_id = [player,50,true,getPosATL player] spawn player_alertZombies;
sleep 0.5;
player setDamage 1;
0.1 fadeSound 0;

View File

@@ -7,6 +7,7 @@ _range = 300;
_manDis = 0;
_targets = _agent getVariable ["targets",[]];
/*
//Search for fires
if (count _targets == 0) then {
_fires = nearestObjects [_agent,["Land_Fire"],_range];
@@ -20,6 +21,7 @@ if (count _targets == 0) then {
};
} forEach _fires;
};
*/
if (isNil "_targets") exitWith {};
//Search for objects