scriptName "Functions\misc\fn_damageHandler.sqf"; /*********************************************************** Modifyed by Alby PROCESS DAMAGE TO A UNIT - Function - [unit, selectionName, damage, source, projectile] call fnc_usec_damageHandler; ************************************************************/ private ["_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","_breakaleg","_model","_isZombieHit"]; _unit = _this select 0; _hit = _this select 1; _damage = _this select 2; _unconscious = _unit getVariable ["NORRN_unconscious", false]; _source = _this select 3; _isPZombie = player isKindOf "PZombie_VB"; _ammo = _this select 4; _isZombieHit = (_ammo == "zombie"); _model = typeOf player; _Viralzed = typeOf _source in DayZ_ViralZeds; _isMinor = (_hit in USEC_MinorWounds); _isHeadHit = (_hit == "head_hit"); _isPlayer = (isPlayer _source); // anti-hack for local explosions (HelicopterExploSmall, HelicopterExploBig, SmallSecondary...) spawned by hackers //diag_log [ diag_ticktime, __FILE__, _this]; _breakaleg = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Dayz_freefall select 1 > 3)})}) /*AND {(abs(time - (Dayz_freefall select 0))<1)}*/; if ( (!_breakaleg) AND {(((isNull _source) OR {(_unit == _source)}) AND {((_ammo == "") OR {({damage _x > 0.9} count((getposATL vehicle _unit) nearEntities [["Air", "LandVehicle", "Ship"],15]) == 0) AND (count nearestObjects [getPosATL vehicle _unit, ["TrapItems"], 30] == 0)})})}) exitWith {0}; if (_unit == player) then { if (_hit == "") then { if ((_source != player) and _isPlayer && alive player) then { _isBandit = (player getVariable["humanity",0]) <= -5000; //_isBandit = (_model in ["Bandit1_DZ","BanditW1_DZ"]); //if player is not free to shoot at inform server that _source shot at player if (!_isBandit && !(player getVariable ["OpenTarget",false])) then { PVDZ_send = [_source,"OpenTarget",[]]; publicVariableServer "PVDZ_send"; }; // Due to server errors or desync killing someone in a bandit skin with >-2000 humanity CAN occur. // Attacker should not be punished for killing a Bandit skin under any circumstances. // To prevent this we check for Bandit Skin. // - Accidental Murder - \\ When wearing the garb of a non-civilian you are taking your life in your own hands // Attackers humanity should not be punished for killing a survivor who has shrouded his identity in military garb. _punishment = ((_isBandit || {player getVariable ["OpenTarget",false]}) && {!_isPZombie}); _humanityHit = 0; if (!_punishment && {(DayZ_LastHumanityChange + 3) < diag_tickTime}) then { DayZ_LastHumanityChange = diag_tickTime; _myKills = 200 - (((player getVariable ["humanKills",0]) / 3) * 150); // how many non bandit players have I (the shot/damaged player) killed? // punish my killer 200 for shooting a surivor // but subtract 50 for each survivor I've murdered _humanityHit = -(_myKills * _damage); if (_humanityHit < -800) then { _humanityHit = -800; }; // In the case of outrageous damage (crashes, explosions, desync repeated headshots); cap the limit on humanity lost. [_source,_humanityHit] spawn { private ["_source","_humanityHit"]; _source = _this select 0; _humanityHit = _this select 1; PVDZ_send = [_source,"Humanity",[_source,_humanityHit,30]]; publicVariableServer "PVDZ_send"; }; }; }; }; if ((vehicle player == player) and (!_unconscious)) then { if (_ammo == "tranquiliser_bolt") then { [_unit] spawn { private ["_unit"]; _unit = _this select 0; localize "str_player_tranquilized" call dayz_rollingMessages; //systemChat format ["YOU HAVE BEEN TRANQUILISED"]; //uiSleep 2; // 0 fadeSound 0.05; //uiSleep 5; [_unit,0.01] call fnc_usec_damageUnconscious; _unit setVariable ["NORRN_unconscious", true, true]; r_player_timeout = round(random 60); r_player_unconscious = true; player setVariable["medForceUpdate",true,true]; player setVariable ["unconsciousTime", r_player_timeout, true]; }; }; if (_damage > 0.4) then { //Melee knockout system if ((_isHeadHit) and (_ammo in ["Crowbar_Swing_Ammo","Bat_Swing_Ammo","Sledge_Swing_Ammo"])) then { [_unit] spawn { _unit = _this select 0; "you have been knocked out" call dayz_rollingMessages; [_unit,0.01] call fnc_usec_damageUnconscious; _unit setVariable ["NORRN_unconscious", true, true]; r_player_timeout = 20 + round(random 60); r_player_unconscious = true; player setVariable["medForceUpdate",true,true]; player setVariable ["unconsciousTime", r_player_timeout, true]; }; }; }; }; //Log to server :-( OverProcessing really not needed. if (((!(isNil {_source})) AND {(!(isNull _source))}) AND {((_source isKindOf "CAManBase") AND {(!local _source )})}) then { if (diag_ticktime-(_source getVariable ["lastloghit",0])>2) then { private ["_sourceWeap"]; _source setVariable ["lastloghit",diag_ticktime]; _wpst = weaponState _source; _sourceDist = round(_unit distance _source); _sourceWeap = switch (true) do { case ((vehicle _source) != _source) : { format ["in %1",getText(configFile >> "CfgVehicles" >> (typeOf (vehicle _source)) >> "displayName")] }; case (_isZombieHit) : { _ammo }; 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 != "") : { format ["with %1/%2 ", _wpst select 0, _ammo, _wpst select 4] }; default { "with suspicious weapon" }; }; if (!_isZombieHit) then { // don't log any zombie wounds, even from remote zombies PVDZ_sec_atp = [_unit, _source, _sourceWeap, _sourceDist]; publicVariableServer "PVDZ_sec_atp"; }; }; }; }; //Pure blood damage _scale = 200; _type = 0; if ((_ammo isKindof "Grenade") or (_ammo isKindof "ShellBase") or (_ammo isKindof "TimeBombCore") or (_ammo isKindof "BombCore") or (_ammo isKindof "MissileCore") or (_ammo isKindof "RocketCore") or (_ammo isKindof "FuelExplosion") or (_ammo isKindof "GrenadeBase")) then { _type = 1; }; if ((_ammo isKindof "B_127x107_Ball") or (_ammo isKindof "B_127x99_Ball")) then { _type = 2; }; if (_damage > 0.4) then { if (!_isZombieHit) then { _scale = _scale + 50; //250 }; //Start body part scale if (_isZombieHit) then { //_scale = _scale * 3; //600 = Normal, 900 = Viral _scale = getNumber (configFile >> "CfgVehicles" >> (typeOf _source) >> "damageScale"); if (dayz_DamageMultiplier > 1) then { _scale = _scale * dayz_DamageMultiplier; }; //diag_log format["%1, DamageScale: %2",__FILE__,_scaleNew]; }; if (_isHeadHit) then { _scale = _scale * 2; //700 = Normal, 900 = Viral, 500 = wild }; //End body part scale if ((isPlayer _source) and !(player == _source)) then { _scale = _scale + 800; if (_isHeadHit) then { _scale = _scale + 500; }; }; switch (_type) do { case 1: {_scale = _scale + 200}; case 2: {_scale = _scale + 200}; }; if (_unit == player) then { //diag_log ("DAMAGE: player hit by " + (typeOf _source) + " in " + _hit + " with " + _ammo + " for " + str(_damage) + " scaled " + str(_damage * _scale) + " Conscious " + str (!_unconscious)); diag_log format["DAMAGE: player hit by %1 in %2 with %3 for %4 scaled to %5, Conscious %6",(typeOf _source),_hit,if (_ammo == "") then { "" } else { _ammo },(str(_damage)),(str(_damage * _scale)),(str (!_unconscious))]; r_player_blood = r_player_blood - (_damage * _scale); }; }; //Record Damage to Minor parts (legs, arms) if (_hit in USEC_MinorWounds) then { private ["_type"]; if (_isZombieHit) then { if (_hit == "legs") then { [_unit,_hit,(_damage / 6)] call object_processHit; } else { [_unit,_hit,(_damage / 4)] call object_processHit; }; } else { if (_breakaleg) 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) ]; [_unit,_hit,_damage] call object_processHit; } else { [_unit,"arms",(_damage / 6)] call object_processHit; // prevent broken legs due to arma bugs }; if (_nrj2 > 30) then { (3 min (_nrj2/100)) call fnc_usec_bulletHit; // red flash r_player_blood = 0 max (r_player_blood - (_nrj2 * 25)); }; } else { [_unit,_hit,(_damage / 2)] call object_processHit; }; [_unit,_hit,(_damage / 2)] call object_processHit; }; }; if (_unit == player) then { //Set player in combat _unit setVariable["startcombattimer", 1]; }; //Shake the cam, frighten them! if (_damage > 0.1) then { if (_unit == player) then { //player sidechat format["Processed bullet hit for %1 (should only be for me!)",_unit]; 1 call fnc_usec_bulletHit; }; if (local _unit) then { _unit setVariable["medForceUpdate",true,true]; }; }; if (_damage > 0.4) then { //Pain and Infection if (_unit == player) then { _rndPain = floor(random 10); _hitPain = (_rndPain < _damage); if ((_isHeadHit) or (_damage > 1.2 and _hitPain)) then { _hitPain = true; }; if (_hitPain) then { r_player_inpain = true; player setVariable["USEC_inPain",true,true]; }; if ((_damage > 1.5) and _isHeadHit) then { if (_isZombieHit) then {_id = [_source,"shothead",1] spawn player_death;} else {_id = [_source,"shothead"] spawn player_death;}; }; }; //Create wound and cause bleed _wound = _hit call fnc_usec_damageGetWound; _isHit = _unit getVariable["hit_"+_wound,false]; _isbleeding = false; _isScratched = false; switch true do { default { _rndBleed = floor(random 100); _rndBleedChance = getNumber (configFile >> "CfgVehicles" >> (typeOf _source) >> "BleedChance"); _hitBleed = (_rndBleed < _rndBleedChance); if (_hitBleed) then { _isbleeding = true; }; }; }; if (_isZombieHit) then { if (!_isHit && _isbleeding && !_isPZombie) then { //Create Wound _unit setVariable["hit_"+_wound,true,true]; PVDZ_hlt_Bleed = [_unit,_wound,_damage]; publicVariable "PVDZ_hlt_Bleed"; // draw blood stream on character, on all gameclients [_unit,_wound,_hit] spawn fnc_usec_damageBleed; // draw blood stream on character, locally //Set Injured if not already _isInjured = _unit getVariable["USEC_injured",false]; if (!_isInjured) then { _unit setVariable["USEC_injured",true,true]; if ((_unit == player) and (!_isZombieHit)) 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; }; //HitInfection from zombies if ((!r_player_infected) and !(r_player_Sepsis select 0)) then { if (_isZombieHit) then { _rndSepsis = floor(random 100); _sepsisChance = getNumber (configFile >> "CfgVehicles" >> (typeOf _source) >> "sepsisChance"); //_hitInfection = (_rndInfection < _infectionChance); if (_rndSepsis < _sepsisChance) then { r_player_Sepsis = [true, diag_tickTime]; player setVariable["USEC_Sepsis",true,true]; }; }; }; }; } else { if(!_isHit && !_isPZombie) then { //Create Wound _unit setVariable["hit_"+_wound,true,true]; PVDZ_hlt_Bleed = [_unit,_wound,_damage]; publicVariable "PVDZ_hlt_Bleed"; // draw blood stream on character, on all gameclients [_unit,_wound,_hit] spawn fnc_usec_damageBleed; // draw blood stream on character, locally //Set Injured if not already _isInjured = _unit getVariable["USEC_injured",false]; if (!_isInjured) then { _unit setVariable["USEC_injured",true,true]; if ((_unit == player) and (!_isZombieHit)) 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; }; }; }; }; if (_type == 1) then { /* BALISTIC DAMAGE */ if ((_damage > 0.01) and (_unit == player)) then { //affect the player [20,45] call fnc_usec_pitchWhine; //Visual , Sound }; if (_damage > 4) then { //serious ballistic damage if (_unit == player) then { _id = [_source,"explosion"] spawn player_death; }; } else { if (_damage > 2) then { _isCardiac = _unit getVariable["USEC_isCardiac",false]; if (!_isCardiac) then { _unit setVariable["USEC_isCardiac",true,true]; r_player_cardiac = true; }; }; }; }; if (_type == 2) then { /* HIGH CALIBRE */ if (_damage > 4) then { //serious ballistic damage if (_unit == player) then { _id = [_source,"shotheavy"] spawn player_death; }; } else { if (_damage > 2) then { _isCardiac = _unit getVariable["USEC_isCardiac",false]; if (!_isCardiac) then { _unit setVariable["USEC_isCardiac",true,true]; r_player_cardiac = true; }; }; }; }; if (_isZombieHit) then { if (!_unconscious and !_isMinor and _isHeadHit) then { _chance = random 1; if ((_damage > 0.8) and (_chance < 0.5)) then { [_unit,_damage] call fnc_usec_damageUnconscious; }; }; } else { if (!_unconscious and !_isMinor and ((_damage > 2) or ((_damage > 0.5) and _isHeadHit))) then { //set unconsious [_unit,_damage] call fnc_usec_damageUnconscious; }; }; // all "HandleDamage event" functions should return the effective damage that the engine will record 0