Files
DayZ-Epoch/SQF/dayz_code/compile/fn_damageHandler.sqf
ebaydayz 5b158b398a Fix damage handling of vehicle explosions
Vanilla commit:

589791e9f9

This was being falsely triggered before because the distance (3m) was
far too small and it was only counting fast moving vehicles. The player
can be damaged up to 25m away from the vehicle explosion.

The comment was incorrect. It can be easily checked by using the
included diag_log at the top of this file.
2016-10-07 13:42:05 -04:00

455 lines
19 KiB
Plaintext

scriptName "Functions\misc\fn_damageHandler.sqf";
/***********************************************************
PROCESS DAMAGE TO A UNIT
- Function
- [unit, selectionName, damage, source, projectile] call fnc_usec_damageHandler;
************************************************************/
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"];
_unit = _this select 0;
_hit = _this select 1;
_damage = _this select 2;
_source = _this select 3;
_ammo = _this select 4;
//diag_log format["HandleDamage: Unit:%1 Hit:%2 Damage:%3 Source:%4 Ammo:%5",_unit,_hit,_damage,_source,_ammo];
_unconscious = _unit getVariable ["NORRN_unconscious", false];
_model = typeOf player;
_sourceType = typeOf _source;
_sourceVehicleType = typeOf (vehicle _source);
_Viralzed = _sourceType in DayZ_ViralZeds;
_isMinor = (_hit in USEC_MinorWounds);
_isHeadHit = (_hit == "head_hit");
_isZombieHit = _ammo == "zombie";
_falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Dayz_freefall select 1 > 3)})});
//Simple hack to help with a few issues from direct damage to physic based damage. ***until 2.0***
if (isNull dayz_getout) then {
_vehicleArray = nearestObjects [(getPosATL (vehicle _unit)),["Car","Air","Motorcycle","Ship","Tank"],3];
{if (typeOf _x == "ParachuteWest") then {_vehicleArray = _vehicleArray - [_x];};} count _vehicleArray;
{
if ((speed _x > 10) or (speed _x < -8)) exitwith { dayz_HitBy = _x; };
} count _vehicleArray;
};
//Lets see if the player has been struck by a moving vehicle.
if (!isNull dayz_HitBy) then { _ammo = "RunOver"; };
if ((_hit == "Legs") AND {(_ammo == "RunOver")}) then { dayz_HitBy = objNull; };
//If a vehicle is moveing faster then 15 lets register some kind of direct damage rather then relying on indirect/physics damage.
if (!isNull dayz_getout && diag_tickTime - dayz_getoutTime < 5) then { _ammo = "Dragged"; };
if ((_hit == "Legs") AND {(_ammo == "Dragged")}) then { dayz_getout = objNull; };
_end = false;
if (!_falling) then {
//No _ammo type exit, indirect/physics damage.
if (_ammo == "") exitwith { _end = true; };
//If _source contains no object exit. But lets not exit if the unit returns player. Maybe its his own fault.
if (isNull _source && !(_ammo in ["Dragged","RunOver"])) then {
_vehicleArray = nearestObjects [(getPosATL (vehicle _unit)),["Car","Air","Motorcycle","Ship","Tank"],25];
{if (typeOf _x == "ParachuteWest") then {_vehicleArray = _vehicleArray - [_x];};} count _vehicleArray;
//Don't exit if a drivable vehicle (or drivable vehicle wreck) is nearby, because vehicle explosions register as a null source
if (count _vehicleArray == 0) then {
_end = true;
/*
Possible cheat. Record to block any incoming fall damage.
NOTE: Only vehicle explosions register a null source. Satchel charges, mines, grenades, vehicle missiles
and other explosives DO NOT register a null source. Their source is the player who placed, threw or fired them.
*/
dayz_lastDamageSourceNull = true;
diag_log "Warning: Fn_DamageHandler source isNull with no drivable vehicle (or drivable vehicle wreck) in 25m radius. Exiting with no damage.";
};
};
} else {
if (dayz_lastDamageSourceNull) then { _end = true; }; // Block incoming fall damage.
};
if (_end) exitwith { 0 };
//End Simple hack for damage ***until 2.0***
dayz_lastDamageSourceNull = false;
_isPZombie = _model isKindOf "PZombie_VB";
_isMan = _sourceType isKindOf "CAManBase";
_isPlayer = (isPlayer _source);
if (_unit == player) then {
//Set player in combat
_unit setVariable["startcombattimer", 1];
if !(_unit getVariable["inCombat",false]) then {
_unit setVariable["inCombat",true,true];
};
if (_hit == "") exitWith //Ignore none part dmg. Exit after processing humanity hit
{
if (_source != player && _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 or {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",[_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;
[_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;
localize "str_actions_medical_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];
};
};
};
};
//Overkill logging. PVS network send every two seconds = lag. Not worth it just for extra anticheat logs.
//Log to server :-( OverProcessing really not needed.
/*if (((!(isNil {_source})) AND {(!(isNull _source))}) AND {(_isMan AND {(!local _source)})}) then {
_wpst = weaponState _source;
if (diag_ticktime-(_source getVariable ["lastloghit",0])>2) then {
private ["_sourceWeap"];
_source setVariable ["lastloghit",diag_ticktime];
_sourceDist = round(_unit distance _source);
_sourceWeap = switch (true) do {
case ((vehicle _source) != _source) : { format ["in %1",getText(configFile >> "CfgVehicles" >> _sourceVehicleType >> "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 <ammo left:%3>", _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, toArray _sourceWeap, _sourceDist]; //Send arbitrary string as array to allow stricter publicVariableVal.txt filter
publicVariableServer "PVDZ_sec_atp";
};
};
};*/
dayz_lastDamageSource = switch (true) do {
case (_falling): {"fall"};
case (_isZombieHit): {"zombie"};
case (_ammo == "RunOver"): {"runover"};
case (_ammo == "Dragged"): {"eject"};
case (_ammo in MeleeAmmo): {"melee"};
//(vehicle _source != _source) does not work to detect if source unit is in a vehicle in HandleDamage EH
case (!local _source && {(_isMan && !(currentWeapon _source in ["","Throw"])) or {_sourceVehicleType isKindOf "LandVehicle" or _sourceVehicleType isKindOf "Air" or _sourceVehicleType isKindOf "Ship"}}): {"shot"};
default {"none"};
};
if (dayz_lastDamageSource != "none") then {dayz_lastDamageTime = diag_tickTime;};
};
//Ignore none part dmg. Exit after processing humanity hit
if (_hit == "") exitWith { 0 };
//Pure base blood damage
_scale = 200;
//Ammo Type Setup
_type = switch true do {
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 };
case ((_ammo isKindof "B_127x107_Ball") or (_ammo isKindof "B_127x99_Ball")): { 2 };
case (_isZombieHit): { 3 };
case (_ammo == "RunOver"): { 4 };
case (_ammo == "Dragged"): { 5 };
default { 0 };
};
//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 {
//Scale damage based on headhits.
if (_isHeadHit) then {
_scale = _scale * 2; //700 = Normal, 900 = Viral, 500 = wild
};
//End body part scale
//???????????
if (!(player == _source) && (_isPlayer or (_isMan && !_isZombieHit))) then { //Scale shots from AI units the same as shots from players
_scale = _scale + 800;
if (_isHeadHit) then {
_scale = _scale + 500;
};
};
//Modify base scale based on the types, Allows us to modify specific types of damage if needed.
switch (_type) do {
//Explosions
case 1: {_scale = _scale + 300};
//Bullet types
case 2: {_scale = _scale + 150};
//Zombies
case 3: {_scale = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "damageScale"); if (dayz_DamageMultiplier > 1) then {_scale = _scale * dayz_DamageMultiplier;};};
//Dragged
case 4: {_scale = _scale - 150};
//RunOver
case 5: {_scale = 25};
};
//Display some info in the players log file.
if (_unit == player) then {
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))];
r_player_blood = r_player_blood - (_damage * _scale);
//Pain and Infection
_rndPain = floor(random 10);
_hitPain = (_rndPain < _damage);
if ((_isHeadHit) or (_hitPain)) then {
_hitPain = true;
};
if (_hitPain) then {
r_player_inpain = true;
player setVariable["USEC_inPain",true,true];
};
};
//Create wound and cause bleed
_wound = _hit call fnc_usec_damageGetWound;
_isHit = _unit getVariable["hit_"+_wound,false];
_isbleeding = false;
_isScratched = false;
_rndBleed = floor(random 100);
_rndBleedChance = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "BleedChance");
_hitBleed = (_rndBleed < _rndBleedChance);
if (_hitBleed) then {
_isbleeding = true;
};
if (_type == 3) 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 (_type == 3) then {
_rndSepsis = floor(random 100);
_sepsisChance = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "sepsisChance");
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;
};
};
};
};
//Record Damage to Minor parts (legs, arms)
if (_hit in USEC_MinorWounds) then {
if (_type == 3) then {
if (_hit == "legs") then {
[_unit,_hit,(_damage / 6)] call object_processHit;
} else {
[_unit,_hit,(_damage / 4)] call object_processHit;
};
} else {
if (_falling) 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 (_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",_ammo] 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 (_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