1.7.5.M1D15 remove unused files

This commit is contained in:
vbawol
2013-01-18 12:28:47 -06:00
parent 4cab61bf63
commit e84cbbd2ef
56 changed files with 0 additions and 1543 deletions

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@@ -1,140 +0,0 @@
/***********************************************************
most of the code is taken from fn_damageHandler.sqf
PROCESS DAMAGE TO A BOT
- Function
- [unit, selectionName, damage, source, projectile] call disco_damageHandler;
************************************************************/
private["_unit","_hit","_damage","_unconscious","_source","_ammo","_type","_isMinor","_isHeadHit","_inVehicle","_isPlayer",
"_humanityHit","_myKills","_characterID","_player_blood","_method"];
_unit = _this select 0;
_hit = _this select 1;
_damage = _this select 2;
_unconscious = _unit getVariable ["NORRN_unconscious", false];
_source = _this select 3;
_ammo = _this select 4;
_type = [_damage,_ammo] call fnc_usec_damageType;
_isMinor = (_hit in USEC_MinorWounds);
_isHeadHit = (_hit == "head_hit");
_inVehicle = (vehicle _unit != _unit);
_isPlayer = (isPlayer _source);
_humanityHit = 0;
_myKills = 0;
_characterID = _unit getVariable["CharacterID","0"];
_player_blood = _unit getVariable["USEC_BloodQty",12000];
_method = "";
private["_strH","_dam","_total","_totalDmg"];
_strH = "hit_" + (_hit);
_dam = _unit getVariable [_strH,0];
if ( _dam > 1 ) then { _dam = 1 };
// total damage for part
_total = _dam + _damage;
_unit setVariable [_strH,_total,true];
if (_characterID == "0") exitWith
{
diag_log "DEBUG: disco_damageHandler: CharacterID is 0";
};
// calculate damage for all parts
_totalDmg = 0;
{
_strH = "hit_" + _x;
_dam = _unit getVariable[_strH,0];
_totalDmg = _totalDmg + _dam;
} forEach USEC_woundHit;
private["_scale"];
//PVP Damage
_scale = 200;
if (_total > 0.4) then {
// maybe need to tune _scale value, 850 as in original
_scale = _scale + 850;
if (_isHeadHit) then {
_scale = _scale + 500;
};
// seems need different scale for type 1,2
switch (_type) do {
case 1: {_scale = _scale + 200};
case 2: {_scale = _scale + 200};
};
//Cause blood loss
_player_blood = _player_blood - (_total * _scale);
};
//Record Damage to Minor parts (legs, arms)
if ( (_hit == "legs") && (_total == 1) ) then { _unit setVariable ["hit_legs",1,true]; };
if ( (_hit == "hands") && (_total == 1) ) then { _unit setVariable ["hit_hands",1,true]; };
private["_wound","_isHit","_rndPain","_isInjured","_rndInfection","_rndPain","_hitPain","_inPain","_hitInfection"];
// common damage first
if (_totalDmg > 4) then {
if ( _type == 0 ) then {
// TODO: add appropriate _method and message when study
_method = "unknown";
};
if ( _type == 1 ) then {
//TODO: add message when study
_method = "explosion";
};
if ( _type == 2 ) then {
//serious ballistic damage
_method = "shotheavy";
};
};
if ((_total > 1) and _isHeadHit) then {
// head hit
_method = "shothead";
};
if ( _player_blood < 50 ) then {
// blood loss
_method = "bleed";
};
if ( _method !="" ) then {
// process death
[_unit,_source,_method] spawn disco_playerDeath;
} else {
// still alive?
if (_total > 0.4) then { //0.25
/* BLEEDING */
_wound = _hit call fnc_usec_damageGetWound;
_isHit = _unit getVariable[_wound,false];
// diag_log format["DEBUG: wound:%1 [%2]",_wound,_isHit];
_rndPain = (random 10);
_rndInfection = (random 1000);
_hitPain = (_rndPain < _total);
if (_isHeadHit or _hitPain) then {
_hitPain = true;
};
_hitInfection = (_rndInfection < 1);
if (_isHit) then {
//Make hit worse
_player_blood = _player_blood - 50;
};
if (_hitInfection) then {
//Set Infection if not already
_unit setVariable["USEC_infected",true,true];
};
if (_hitPain) then {
//Set Pain if not already
_unit setVariable["USEC_inPain",true,true];
};
};
private["_isInjured"];
if(!_isHit) then {
//Create Wound
// diag_log format["DEBUG: spawn bleed %1",_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];
};
};
_unit setVariable["USEC_BloodQty",_player_blood,true];
};

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@@ -1,54 +0,0 @@
/*
[_object,_source,_method] spawn disco_playerDeath;
*/
private["_object","_source","_method","_key","_playerID","_characterID","_playerName","_isDead"];
_object = _this select 0;
_source = _this select 1;
_method = _this select 2;
_playerID = _object getVariable["playerID","0"]; //playerUID
_characterID = _object getVariable["characterID","0"]; //characterID
_playerName = _object getVariable["bodyName","unknown"];
_isDead = _object getVariable["USEC_isDead",false];
_humanity = 0;
_wait = 0;
_object removeAllEventHandlers "HandleDamage";
if (!_isDead) then {
_id = [_characterID,0,_object,_playerID,_playerName,_source,_method] spawn server_playerDied;
_object setDamage 1;
_object setVariable["USEC_isDead",true,true];
dayzFlies = _object;
publicVariable "dayzFlies";
_id = [_object,50,true,getPosATL _object] spawn player_alertZombies;
private["_canHitFree","_isBandit","_myKills","_humanity","_killsH","_wait","_killsB"];
if (!isNull _source) then {
if (_source != _object) then {
_canHitFree = _object getVariable ["freeTarget",false];
_isBandit = (typeOf _object) == "Bandit1_DZ";
_myKills = ((_object getVariable ["humanKills",0]) / 30) * 1000;
if (!_canHitFree and !_isBandit) then {
//Process Morality Hit
_humanity = -(2000 - _myKills);
_killsH = _source getVariable ["humanKills",0];
_source setVariable ["humanKills",(_killsH + 1),true];
_wait = 300;
} else {
//Process Morality Hit
//_humanity = _myKills * 100;
_killsB = _source getVariable ["banditKills",0];
_source setVariable ["banditKills",(_killsB + 1),true];
_wait = 0;
};
if (_humanity < 0) then {
_wait = 0;
};
if (!_canHitFree and !_isBandit) then {
dayzHumanity = [_source,_humanity,_wait];
publicVariable "dayzHumanity";
};
};
};
_object setVariable ["deathType",_method,true];
};

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@@ -1,218 +0,0 @@
/*
[_object,_playerID,_characterID,_penalty] spawn disco_playerMorph;
*/
private["_object","_playerID","_characterID","_playerName","_model","_position","_dir","_currentAnim","_penalty"];
_object = _this select 0;
// TODO: check
_playerID = _this select 1; //playerUID
_characterID = _this select 2; //characterID
_penalty = _this select 3;
_playerName = _object getVariable["bodyName","unknown"]; //name _object;
_model = typeOf _object;
_position = getPosATL _object;
_dir = getDir _object;
_currentAnim = animationState _object;
_object removeAllEventHandlers "FiredNear";
_object removeAllEventHandlers "HandleDamage";
_object removeAllEventHandlers "Killed";
_object removeAllEventHandlers "Fired";
private["_updates","_humanity","_legs","_arms","_medical","_worldspace","_zombieKills","_headShots","_humanKills","_banditKills","_temp"];
// TODO: check
_updates = _object getVariable["updatePlayer",[false,false,false,false,false]];
_updates set [0,true];
_object setVariable["updatePlayer",_updates,true];
_humanity = _object getVariable["humanity",0];
_temp = round(_object getVariable ["temperature",100]);
_worldspace = [round(_dir),_position];
_zombieKills = _object getVariable ["zombieKills",0];
_headShots = _object getVariable ["headShots",0];
_humanKills = _object getVariable ["humanKills",0];
_banditKills = _object getVariable ["banditKills",0];
_medical = _object call player_sumMedical;
_messing = _object getVariable ["messing",[0,0]];
//BackUp Weapons and Mags
private ["_weapons","_magazines","_primweapon","_secweapon"];
_weapons = weapons _object;
_magazines = magazines _object;
_primweapon = primaryWeapon _object;
_secweapon = secondaryWeapon _object;
//Checks
if(!(_primweapon in _weapons) && _primweapon != "") then {
_weapons = _weapons + [_primweapon];
};
if(!(_secweapon in _weapons) && _secweapon != "") then {
_weapons = _weapons + [_secweapon];
};
if(count _magazines == 0) then {
_magazines = magazines _object;
};
//BackUp Backpack
private ["_newBackpackType","_backpackWpn","_backpackMag"];
_newBackpackType = typeOf (unitBackpack _object);
if(_newBackpackType != "") then {
_backpackWpn = getWeaponCargo unitBackpack _object;
_backpackMag = getMagazineCargo unitBackpack _object;
};
//Get Muzzle
private ["_currentWpn","_muzzles"];
_currentWpn = "";
_muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
if (count _muzzles > 1) then {
_currentWpn = currentMuzzle _object;
};
private ["_primary"];
_doLoop = 0;
while {_doLoop < 5} do {
_key = format["CHILD:101:%1:%2:%3:",_playerID,dayZ_instance,_playerName];
_primary = [_key,false,dayZ_hivePipeAuth] call server_hiveReadWrite;
if (count _primary > 0) then {
if ((_primary select 0) != "ERROR") then {
_doLoop = 9;
};
};
_doLoop = _doLoop + 1;
};
private ["_group","_newUnit"];
// get ammo from DB
_magazines = (_primary select 4) select 1;
//Create New Character
_group = createGroup civilian;
_newUnit = _group createUnit [_model,[0,0,0],[],0,"NONE"];
sleep 0.1;
//Clear New Character
{_newUnit removeMagazine _x;} forEach (magazines _newUnit);
removeAllWeapons _newUnit;
//Equip New Charactar
{ _newUnit addMagazine _x } forEach _magazines;
{ _newUnit addWeapon _x } forEach _weapons;
if(_primweapon != (primaryWeapon _newUnit)) then { _newUnit addWeapon _primweapon };
if(_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then { _newUnit addWeapon _secweapon };
//Add and Fill BackPack
private["_newBackpack","_countr","_backpackmagTypes","_backpackmagQtys"];
if (!isNil "_newBackpackType") then {
if (_newBackpackType != "") then {
_newUnit addBackpack _newBackpackType;
_newBackpack = unitBackpack _newUnit;
//Fill backpack contents
//Weapons
_backpackWpnTypes = [];
_backpackWpnQtys = [];
if (count _backpackWpn > 0) then {
_backpackWpnTypes = _backpackWpn select 0;
_backpackWpnQtys = _backpackWpn select 1;
};
_countr = 0;
{
_newBackpack addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
_countr = _countr + 1;
} forEach _backpackWpnTypes;
//magazines
_backpackmagTypes = [];
_backpackmagQtys = [];
if (count _backpackmag > 0) then {
_backpackmagTypes = _backpackMag select 0;
_backpackmagQtys = _backpackMag select 1;
};
_countr = 0;
{
_newBackpack addmagazineCargoGlobal [_x,(_backpackmagQtys select _countr)];
_countr = _countr + 1;
} forEach _backpackmagTypes;
};
};
//set medical values
private["_fractures"];
if (count _medical > 0) then {
_newUnit setVariable["USEC_isDead",(_medical select 0),true];
_newUnit setVariable["NORRN_unconscious", (_medical select 1), true];
_newUnit setVariable["USEC_infected",(_medical select 2),true];
_newUnit setVariable["USEC_injured",(_medical select 3),true];
_newUnit setVariable["USEC_inPain",(_medical select 4),true];
_newUnit setVariable["USEC_isCardiac",(_medical select 5),true];
_newUnit setVariable["USEC_lowBlood",(_medical select 6),true];
_newUnit setVariable["USEC_BloodQty",(_medical select 7),true];
_newUnit setVariable["unconsciousTime",(_medical select 10),true];
//Add Wounds
{
_newUnit setVariable[_x,true,true];
[_newUnit,_x,0] spawn fnc_usec_damageBleed;
usecBleed = [_newUnit,_x,0];
publicVariable "usecBleed";
} forEach (_medical select 8);
//Add fractures
_fractures = (_medical select 9);
_newUnit setVariable ["hit_legs",(_fractures select 0),true];
_newUnit setVariable ["hit_hands",(_fractures select 1),true];
} else {
//Reset Fractures
_newUnit setVariable ["hit_legs",0,true];
_newUnit setVariable ["hit_hands",0,true];
_newUnit setVariable ["USEC_injured",false,true];
_newUnit setVariable ["USEC_inPain",false,true];
};
//General Stats
_newUnit setVariable["characterID",_characterID,true];
_newUnit setVariable["worldspace",_worldspace,true];
_newUnit setVariable["bodyName",_playerName,true];
//_newUnit setVariable["playerID",_playerID,true];
_newUnit setVariable["temperature",_temp,true];
_newUnit setVariable["messing",_messing,true];
//Move to position
_newUnit allowDamage true;
deleteVehicle _object;
deleteGroup (group _object);
_newUnit setDir _dir;
_newUnit setPosATL _position;
_newUnit playActionNow "Die";
_newUnit disableConversation true;
_newUnit setCaptive false;
// _newUnit disableAi "ANIM";
// äëÿ ÷åãî ýòî äåëàåòñÿ?
//_newUnit addWeapon "Loot";
//_newUnit addWeapon "Flare";
botPlayers = botPlayers + [_playerID];
private["_mydamage_eh1"];
_mydamage_eh1 = _newUnit addeventhandler ["HandleDamage",{ _this call disco_damageHandler;0 }];
diag_log format["DEBUG: Player %1 [%2] added to botPlayers: %3",_playerName,_playerID,botPlayers];
private["_doLoop","_isDead"];
_isDead = _newUnit getVariable["USEC_isDead",false];
_doLoop = 0;
while { _doLoop < _penalty && !_isDead } do {
_isDead = _newUnit getVariable["USEC_isDead",false];
_doLoop = _doLoop + 1;
sleep 1;
};
_newUnit removeAllEventHandlers "handleDamage";
if (!_isDead) then {
private["_playerBackp"];
_medical = _newUnit call player_sumMedical;
_newBackpack = unitBackpack _newUnit;
_playerBackp = [typeOf _newBackpack,getWeaponCargo _newBackpack,getMagazineCargo _newBackpack];
// _group = group _newUnit;
deleteVehicle _newUnit;
deleteGroup _group;
//Send to HIVE backpack and medical only
[_characterID,_worldspace,[],_playerBackp,_medical,[],""] call server_characterSync;
};
botPlayers = botPlayers - [_playerID];
diag_log format["DEBUG: Player %1 [%2] removed from botPlayers: %3",_playerName,_playerID,botPlayers];

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@@ -1,33 +0,0 @@
private["_type","_mUID","_deposit","_key","_result","_outcome","_balance","_uid"];
//[UID,_deposit,]
_mUID = _this select 0;
_deposit = _this select 1;
_type = _this select 2;
_player = _this select 3;
//GET DB ID
_key = format["CHILD:111:%1:%2:%3:",_mUID,_deposit,_type];
diag_log ("HIVE: WRITE: "+ str(_key));
_result = [_key] call server_hiveReadWrite;
_outcome = _result select 0;
if (_outcome == "PASS") then {
_msg = _result select 1;
_balance = _result select 2;
diag_log("BANK: Action msg:" + str(_msg) + " Balance:" + str(_player));
_clientID = owner _player;
dayzBankBalance = _balance;
_clientID publicVariableClient "dayzBankBalance";
diag_log ("PUBLISH BANK: Deposit " + str(_clientID) + " with " + str(_deposit));
};