mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
If you kill a player zombie you should not lose humanity. Player_death is now synced with the humanity hit code in the damage handler. Also the killing blow set variable was moved up because the same conditions were already checked above.
447 lines
18 KiB
Plaintext
447 lines
18 KiB
Plaintext
scriptName "Functions\misc\fn_damageHandler.sqf";
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/***********************************************************
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PROCESS DAMAGE TO A UNIT
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- Function
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- [unit, selectionName, damage, source, projectile] call fnc_usec_damageHandler;
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************************************************************/
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private ["_HitBy","_end","_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","_falling","_model","_isZombieHit","_sourceType","_sourceVehicleType","_isMan"];
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_unit = _this select 0;
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_hit = _this select 1;
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_damage = _this select 2;
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_unconscious = _unit getVariable ["NORRN_unconscious", false];
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_source = _this select 3;
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_isPZombie = player isKindOf "PZombie_VB";
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_ammo = _this select 4;
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_model = typeOf player;
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_sourceType = typeOf _source;
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_sourceVehicleType = typeOf (vehicle _source);
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_Viralzed = _sourceType in DayZ_ViralZeds;
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_isMinor = (_hit in USEC_MinorWounds);
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_isHeadHit = (_hit == "head_hit");
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_isMan = _sourceType isKindOf "CAManBase";
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_isPlayer = (isPlayer _source);
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_isZombieHit = _ammo == "zombie";
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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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if (isNull dayz_getout) then {
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_vehicleArray = nearestObjects [(getposATL (vehicle _unit)),["Car","Helicopter","Motorcycle","Ship"],3];
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{
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if ((speed _x > 10) or (speed _x < -8)) exitwith { dayz_HitBy = _x; };
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} count _vehicleArray;
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};
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//Lets see if the player has been struck by a moving vehicle.
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if (!isNull dayz_HitBy) then { _ammo = "RunOver"; };
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if ((_hit == "Legs") AND {(_ammo == "RunOver")}) then { dayz_HitBy = objNull; };
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//If a vehicle is moveing faster then 15 lets register some kind of direct damage rather then relying on indirect/physics damage.
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if (!isNull dayz_getout && diag_tickTime - dayz_getoutTime < 5) then { _ammo = "Dragged"; };
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if ((_hit == "Legs") AND {(_ammo == "Dragged")}) then { dayz_getout = objNull; };
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_end = false;
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if (!_falling) then {
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//No _ammo type exit, indirect/physics damage.
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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 (isNull _source) then { // in Epoch we can't use this block as is becasue too many servers use a variety of explosives
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_end = true;
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if !(_ammo in ["Dragged","RunOver"]) then {
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// Explosion with no vehicle nearby. Possible cheat. Record to block any incoming fall damage.
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dayz_lastDamageSourceNull = true;
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diag_log "dayz_lastDamageSourceNull triggered";
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};
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};*/
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} else {
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if (dayz_lastDamageSourceNull) then { _end = true; }; // Block incoming fall damage.
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};
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if (_end) exitwith { 0 };
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//End Simple hack for damage ***until 2.0***
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dayz_lastDamageSourceNull = false;
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if (_unit == player) then {
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//Set player in combat
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_unit setVariable["startcombattimer", 1];
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if (_unit getVariable["inCombat",false]) then {
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_unit setVariable["inCombat",true,true];
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};
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if (_hit == "") exitWith //Ignore none part dmg. Exit after processing humanity hit
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{
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if ((_source != player) and _isPlayer && alive player) then
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{
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_isBandit = (player getVariable["humanity",0]) <= -5000;
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//_isBandit = (_model in ["Bandit1_DZ","BanditW1_DZ"]);
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//if player is not free to shoot at inform server that _source shot at player
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if (!_isBandit && !(player getVariable ["OpenTarget",false])) then
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{
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PVDZ_send = [_source,"OpenTarget",[]];
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publicVariableServer "PVDZ_send";
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};
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// Due to server errors or desync killing someone in a bandit skin with >-2000 humanity CAN occur.
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// Attacker should not be punished for killing a Bandit skin under any circumstances.
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// To prevent this we check for Bandit Skin.
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// - Accidental Murder - \\ When wearing the garb of a non-civilian you are taking your life in your own hands
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// Attackers humanity should not be punished for killing a survivor who has shrouded his identity in military garb.
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_punishment = ((_isBandit or {player getVariable ["OpenTarget",false]}) && !_isPZombie);
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_humanityHit = 0;
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if (!_punishment && {(dayz_lastHumanityChange + 3) < diag_tickTime}) then {
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dayz_lastHumanityChange = diag_tickTime;
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_myKills = 200 - (((player getVariable ["humanKills",0]) / 3) * 150);
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// how many non bandit players have I (the shot/damaged player) killed?
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// punish my killer 200 for shooting a surivor
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// but subtract 50 for each survivor I've murdered
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_humanityHit = -(_myKills * _damage);
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if (_humanityHit < -800) then {
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_humanityHit = -800;
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};
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// In the case of outrageous damage (crashes, explosions, desync repeated headshots); cap the limit on humanity lost.
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[_source,_humanityHit] spawn {
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private ["_source","_humanityHit"];
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_source = _this select 0;
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_humanityHit = _this select 1;
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PVDZ_send = [_source,"Humanity",[_humanityHit,30]];
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publicVariableServer "PVDZ_send";
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};
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};
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};
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};
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if ((vehicle player == player) and (!_unconscious)) then {
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if (_ammo == "tranquiliser_bolt") then {
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[_unit] spawn {
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private ["_unit"];
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_unit = _this select 0;
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localize "str_player_tranquilized" call dayz_rollingMessages;
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[_unit,0.01] call fnc_usec_damageUnconscious;
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_unit setVariable ["NORRN_unconscious", true, true];
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r_player_timeout = round(random 60);
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r_player_unconscious = true;
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player setVariable["medForceUpdate",true,true];
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player setVariable ["unconsciousTime", r_player_timeout, true];
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};
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};
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if (_damage > 0.4) then {
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//Melee knockout system
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if ((_isHeadHit) and (_ammo in ["Crowbar_Swing_Ammo","Bat_Swing_Ammo","Sledge_Swing_Ammo"])) then {
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[_unit] spawn {
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_unit = _this select 0;
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localize "str_actions_medical_knocked_out" call dayz_rollingMessages;
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[_unit,0.01] call fnc_usec_damageUnconscious;
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_unit setVariable ["NORRN_unconscious", true, true];
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r_player_timeout = 20 + round(random 60);
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r_player_unconscious = true;
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player setVariable["medForceUpdate",true,true];
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player setVariable ["unconsciousTime", r_player_timeout, true];
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};
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};
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};
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};
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//Overkill logging. PVS network send every two seconds = lag. Not worth it just for extra anticheat logs.
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//Log to server :-( OverProcessing really not needed.
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/*if (((!(isNil {_source})) AND {(!(isNull _source))}) AND {((_source isKindOf "CAManBase") AND {(!local _source )})}) then {
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_wpst = weaponState _source;
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if (diag_ticktime-(_source getVariable ["lastloghit",0])>2) then {
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private ["_sourceWeap"];
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_source setVariable ["lastloghit",diag_ticktime];
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_sourceDist = round(_unit distance _source);
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_sourceWeap = switch (true) do {
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case ((vehicle _source) != _source) : { format ["in %1",getText(configFile >> "CfgVehicles" >> _sourceVehicleType >> "displayName")] };
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case (_isZombieHit) : { _ammo };
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case (_wpst select 0 == "Throw") : { format ["with %1 thrown", _wpst select 3] };
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case (["Horn", currentWeapon _source] call fnc_inString) : {"with suspicious vehicle "+str((getposATL _source) nearEntities [["Air", "LandVehicle", "Ship"],5])};
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case (["Melee", _wpst select 0] call fnc_inString) : { format ["with %2%1",_wpst select 0, if (_sourceDist>6) then {"suspicious weapon "} else {""}] };
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case ((_wpst select 0 == "") AND {(_wpst select 4 == 0)}) : { format ["with %1/%2 suspicious", primaryWeapon _source, _ammo] };
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case (_wpst select 0 != "") : { format ["with %1/%2 <ammo left:%3>", _wpst select 0, _ammo, _wpst select 4] };
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default { "with suspicious weapon" };
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};
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if (!_isZombieHit) then { // don't log any zombie wounds, even from remote zombies
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PVDZ_sec_atp = [_unit, _source, toArray _sourceWeap, _sourceDist]; //Send arbitrary string as array to allow stricter publicVariableVal.txt filter
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publicVariableServer "PVDZ_sec_atp";
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};
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};
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};*/
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dayz_lastDamageSource = switch (true) do {
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case (_falling): {"fall"};
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case (_isZombieHit): {"zombie"};
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case (_ammo == "RunOver"): {"runover"};
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case (_ammo == "Dragged"): {"eject"};
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case (_ammo in MeleeAmmo): {"melee"};
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case (_isMan && !local _source && !(currentWeapon _source in ["","Throw"])): {"shot"};
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//(vehicle _source != _source) does not work to detect if source unit is in a vehicle in HandleDamage EH
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case (_sourceVehicleType isKindOf "LandVehicle" or _sourceVehicleType isKindOf "Air" or _sourceVehicleType isKindOf "Ship"): {"shot"};
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default {"none"};
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};
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if (dayz_lastDamageSource != "none") then {dayz_lastDamageTime = diag_tickTime;};
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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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_scale = 200;
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//Ammo Type Setup
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_type = switch true do {
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case ((_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")): { 1 };
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case ((_ammo isKindof "B_127x107_Ball") or (_ammo isKindof "B_127x99_Ball")): { 2 };
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case (_isZombieHit): { 3 };
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case (_ammo == "RunOver"): { 4 };
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case (_ammo == "Dragged"): { 5 };
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default { 0 };
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};
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//Shake the cam, frighten them!
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if (_damage > 0.1) then {
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if (_unit == player) then {
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//player sidechat format["Processed bullet hit for %1 (should only be for me!)",_unit];
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1 call fnc_usec_bulletHit;
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};
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if (local _unit) then {
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_unit setVariable["medForceUpdate",true,true];
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};
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};
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if (_damage > 0.4) then {
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//Scale damage based on headhits.
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if (_isHeadHit) then {
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_scale = _scale * 2; //700 = Normal, 900 = Viral, 500 = wild
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};
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//End body part scale
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//???????????
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if (!(player == _source) && (isPlayer _source or (_isMan && !_isZombieHit))) then {
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_scale = _scale + 800;
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if (_isHeadHit) then {
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_scale = _scale + 500;
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};
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};
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//Modify base scale based on the types, Allows us to modify specific types of damage if needed.
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switch (_type) do {
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//Explosions
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case 1: {_scale = _scale + 300};
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//Bullet types
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case 2: {_scale = _scale + 150};
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//Zombies
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case 3: {_scale = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "damageScale"); if (dayz_DamageMultiplier > 1) then {_scale = _scale * dayz_DamageMultiplier;};};
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//Dragged
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case 4: {_scale = _scale - 150};
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//RunOver
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case 5: {_scale = 25};
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};
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//Display some info in the players log file.
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if (_unit == player) then {
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diag_log format["DAMAGE: player hit by %1 in %2 with %3 for %4 scaled to %5, Conscious %6",_sourceVehicleType,_hit,if (_ammo == "") then { "" } else { _ammo },(str(_damage)),(str(_damage * _scale)),(str (!_unconscious))];
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r_player_blood = r_player_blood - (_damage * _scale);
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//Pain and Infection
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_rndPain = floor(random 10);
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_hitPain = (_rndPain < _damage);
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if ((_isHeadHit) or (_hitPain)) then {
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_hitPain = true;
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};
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if (_hitPain) then {
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r_player_inpain = true;
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player setVariable["USEC_inPain",true,true];
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};
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};
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//Create wound and cause bleed
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_wound = _hit call fnc_usec_damageGetWound;
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_isHit = _unit getVariable["hit_"+_wound,false];
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_isbleeding = false;
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_isScratched = false;
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_rndBleed = floor(random 100);
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_rndBleedChance = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "BleedChance");
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_hitBleed = (_rndBleed < _rndBleedChance);
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if (_hitBleed) then {
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_isbleeding = true;
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};
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if (_type == 3) then {
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if (!_isHit && _isbleeding && !_isPZombie) then {
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//Create Wound
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_unit setVariable["hit_"+_wound,true,true];
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PVDZ_hlt_Bleed = [_unit,_wound,_damage];
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publicVariable "PVDZ_hlt_Bleed"; // draw blood stream on character, on all gameclients
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[_unit,_wound,_hit] spawn fnc_usec_damageBleed; // draw blood stream on character, locally
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//Set Injured if not already
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_isInjured = _unit getVariable["USEC_injured",false];
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if (!_isInjured) then {
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_unit setVariable["USEC_injured",true,true];
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if ((_unit == player) and (!_isZombieHit)) then {
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dayz_sourceBleeding = _source;
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};
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};
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//Set ability to give blood
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_lowBlood = _unit getVariable["USEC_lowBlood",false];
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if (!_lowBlood) then {
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_unit setVariable["USEC_lowBlood",true,true];
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};
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if (_unit == player) then {
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r_player_injured = true;
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};
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//HitInfection from zombies
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if ((!r_player_infected) and !(r_player_Sepsis select 0)) then {
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if (_type == 3) then {
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_rndSepsis = floor(random 100);
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_sepsisChance = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "sepsisChance");
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if (_rndSepsis < _sepsisChance) then {
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r_player_Sepsis = [true, diag_tickTime];
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player setVariable["USEC_Sepsis",true,true];
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};
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};
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};
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};
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} else {
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if (!_isHit && !_isPZombie) then {
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//Create Wound
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_unit setVariable["hit_"+_wound,true,true];
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PVDZ_hlt_Bleed = [_unit,_wound,_damage];
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publicVariable "PVDZ_hlt_Bleed"; // draw blood stream on character, on all gameclients
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[_unit,_wound,_hit] spawn fnc_usec_damageBleed; // draw blood stream on character, locally
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//Set Injured if not already
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_isInjured = _unit getVariable["USEC_injured",false];
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if (!_isInjured) then {
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_unit setVariable["USEC_injured",true,true];
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if ((_unit == player) and (!_isZombieHit)) then {
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dayz_sourceBleeding = _source;
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};
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};
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//Set ability to give blood
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_lowBlood = _unit getVariable["USEC_lowBlood",false];
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if (!_lowBlood) then {
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_unit setVariable["USEC_lowBlood",true,true];
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};
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if (_unit == player) then {
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r_player_injured = true;
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};
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};
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};
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};
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//Record Damage to Minor parts (legs, arms)
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if (_hit in USEC_MinorWounds) then {
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if (_type == 3) then {
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if (_hit == "legs") then {
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[_unit,_hit,(_damage / 6)] call object_processHit;
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} else {
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[_unit,_hit,(_damage / 4)] call object_processHit;
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};
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} else {
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if (_falling) then {
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_nrj = ((Dayz_freefall select 1)*20) / 100;
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_gravity = 9.81 min (2*(Dayz_freefall select 1)/((0.00001 + (Dayz_freefall select 2))^2));
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_nrj2 = _gravity * (Dayz_freefall select 1);
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//diag_log [ "handler freefall", _nrj, _nrj2, Dayz_freefall];
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if (random(_nrj2 / (5 * 9.81)) > 0.5) then { // freefall from 5m => 1/2 chance to get hit legs registered
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diag_log[__FILE__, "Legs damage registered from freefall, damage:",_damage,"gravity:", _gravity,
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"height:", (Dayz_freefall select 1), "blood loss", (_nrj2 * 25) ];
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[_unit,_hit,_damage] call object_processHit;
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} else {
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[_unit,"arms",(_damage / 6)] call object_processHit; // prevent broken legs due to arma bugs
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};
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if (_nrj2 > 30) then {
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(3 min (_nrj2/100)) call fnc_usec_bulletHit; // red flash
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r_player_blood = 0 max (r_player_blood - (_nrj2 * 25));
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};
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} else {
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[_unit,_hit,(_damage / 2)] call object_processHit;
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};
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[_unit,_hit,(_damage / 2)] call object_processHit;
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};
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};
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if (_type == 1) then {
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/*
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BALISTIC DAMAGE
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*/
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if ((_damage > 0.01) and (_unit == player)) then {
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//affect the player
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[20,45] call fnc_usec_pitchWhine; //Visual , Sound
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};
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if (_damage > 4) then {
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//serious ballistic damage
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if (_unit == player) then {
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_id = [_source,"explosion",_ammo] spawn player_death;
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};
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} else {
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if (_damage > 2) then {
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_isCardiac = _unit getVariable["USEC_isCardiac",false];
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if (!_isCardiac) then {
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_unit setVariable["USEC_isCardiac",true,true];
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r_player_cardiac = true;
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};
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};
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};
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};
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if (_type == 2) then {
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/*
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HIGH CALIBRE
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*/
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if (_damage > 4) then {
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//serious ballistic damage
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if (_unit == player) then {
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_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 (_type == 3) 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
|
|
|