Files
DayZ-Epoch/dayz_code/compile/player_death.sqf
2012-12-17 13:16:34 -06:00

183 lines
4.9 KiB
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private["_array","_source","_kills","_killsV","_humanity","_wait","_myKills","_dont_kill","_model"];
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;
};
};
if (_dont_kill) exitWith {};
//Send Death Notice
dayzDeath = [dayz_characterID,0,_body,_playerID,dayz_playerName];
publicVariableServer "dayzDeath";
if (isServer) then {
_id = dayzDeath spawn server_playerDied;
};
_id = [player,50,true,getPosATL player] spawn player_alertZombies;
sleep 0.5;
player setDamage 1;
0.1 fadeSound 0;
player setVariable ["NORRN_unconscious", false, true];
player setVariable ["unconsciousTime", 0, true];
player setVariable ["USEC_isCardiac",false,true];
player setVariable ["medForceUpdate",true,true];
//remove combat timer on death
player setVariable ["startcombattimer", 0, true];
r_player_unconscious = false;
r_player_cardiac = false;
_id = player spawn spawn_flies;
_humanity = 0;
_wait = 0;
_array = _this;
if (count _array > 0) then {
_source = _array select 0;
_method = _array select 1;
if (!isNull _source) then {
if (_source != player) then {
_canHitFree = player getVariable ["freeTarget",false];
_isBandit = (["Bandit",typeOf player,false] call fnc_inString);
_myKills = ((player getVariable ["humanKills",0]) / 30) * 1000;
if (!_canHitFree and !_isBandit) then {
//Process Morality Hit
_humanity = -(2000 - _myKills);
_kills = _source getVariable ["humanKills",0];
_source setVariable ["humanKills",(_kills + 1),true];
_wait = 300;
} else {
//Process Morality Hit
//_humanity = _myKills * 100;
_killsV = _source getVariable ["banditKills",0];
_source setVariable ["banditKills",(_killsV + 1),true];
_wait = 0;
};
if (_humanity < 0) then {
_wait = 0;
};
if (!_canHitFree and !_isBandit) then {
dayzHumanity = [_source,_humanity,_wait];
publicVariable "dayzHumanity";
};
};
};
_body setVariable ["deathType",_method,true];
};
terminate dayz_musicH;
terminate dayz_lootCheck;
terminate dayz_slowCheck;
terminate dayz_animalCheck;
terminate dayz_monitor1;
terminate dayz_medicalH;
terminate dayz_gui;
terminate dayz_zedCheck;
terminate dayz_locationCheck;
terminate dayz_combatCheck;
//Reset (just in case)
//deleteVehicle dayz_playerTrigger;
disableUserInput false;
r_player_dead = true;
"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [4]; "dynamicBlur" ppEffectCommit 0.2;
"colorCorrections" ppEffectEnable true;
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.01], [1, 1, 1, 0.0]];
"colorCorrections" ppEffectCommit 1;
//Player is Dead!
3 fadeSound 0;
0 cutText ["", "BLACK",10];
dayz_DeathActioned = true;
sleep 1;
TitleText[localize "str_player_12","PLAIN DOWN",5];
dayz_originalPlayer enableSimulation true;
addSwitchableUnit dayz_originalPlayer;
setPlayable dayz_originalPlayer;
selectPlayer dayz_originalPlayer;
_myGroup = group _body;
[_body] joinSilent dayz_firstGroup;
deleteGroup _myGroup;
3 cutRsc ["default", "PLAIN",3];
4 cutRsc ["default", "PLAIN",3];
if (count _array > 0) then {
_body setVariable ["deathType",_method,true];
};
_body setVariable["combattimeout", 0, true];
/*
dayzFlies = player;
publicVariable "dayzFlies";
*/
sleep 2;
1 cutRsc ["DeathScreen","BLACK OUT",3];
playMusic "dayz_track_death_1";
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5;