mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
This updates the medical functions for the new player_humanityChange call and updates the code where it was needed.
363 lines
9.9 KiB
Plaintext
363 lines
9.9 KiB
Plaintext
fnc_usec_damageHandle = {
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/***********************************************************
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ASSIGN DAMAGE HANDLER TO A UNIT
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- Function
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- [unit] call fnc_usec_damageHandle;
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************************************************************/
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private "_unit";
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_unit = _this select 0;
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mydamage_eh1 = _unit addeventhandler ["HandleDamage",{_this call fnc_usec_damageHandler;} ];
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mydamage_eh2 = _unit addEventHandler ["Fired", {_this call player_fired;}];
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mydamage_eh3 = _unit addEventHandler ["Killed", {[_this,"find"] call player_death;}];
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};
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fnc_usec_pitchWhine = {
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private ["_visual", "_sound"];
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_visual = _this select 0;
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_sound = _this select 1;
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//affect the player
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0 fadeSound 0;
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playMusic ["PitchWhine",0];
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if (!r_player_unconscious) then {
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_visual call fnc_usec_bulletHit;
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if (dayz_soundMuted) then {
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_sound fadeSound 0.25;
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} else {
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_sound fadeSound 1;
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};
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};
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r_pitchWhine = true;
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[] spawn {
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uiSleep 32;
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r_pitchWhine = false;
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};
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};
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fnc_usec_damageUnconscious = {
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private["_unit","_damage","_inVehicle"];
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_unit = _this select 0;
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_damage = _this select 1;
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diag_log format["fnc_usec_damageUnconscious: %1,%2,%3",_unit,_damage, player];
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_inVehicle = (vehicle _unit != _unit);
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if (_unit == player) then {
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if (r_player_timeout <= 0) then {
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r_player_timeout = 120 min (round((((random 2) max 0.1) * _damage) * 20));
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};
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r_player_unconscious = true;
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player setVariable ["unconsciousTime", r_player_timeout, true];
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};
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if (_inVehicle) then {
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_unit spawn {
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private["_veh","_unit"];
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_veh = vehicle _this;
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_unit = _this;
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waitUntil {(((getPosATL _veh select 2 < 1) && {speed _veh < 1}) || (!r_player_unconscious))};
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if (r_player_unconscious) then {
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_unit action ["eject", _veh];
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waitUntil{((vehicle _this) != _this)};
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uiSleep 1;
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_unit playActionNow "Die";
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};
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};
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} else {
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_unit playActionNow "Die";
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};
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};
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//Action Handlers added to init file
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fnc_usec_bulletHit = {
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private "_commit";
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_commit = _this;
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if (!r_player_unconscious) then {
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"colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1.1, -0.02, [0.4,-0.2,-0.2, .04], [1,1,1,0], [1,1,1, 0]]; "colorCorrections" ppEffectCommit 0;
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"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [1]; "dynamicBlur" ppEffectCommit 0;
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//setCamShakeParams [0.05, 4, 1, 3, true];
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addCamShake [5, 0.5, 25];
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"colorCorrections" ppEffectAdjust [1, 1, 0, [0,0,0,0], [1, 1, 1, 1], [1, 1, 1, 1]]; "colorCorrections" ppEffectCommit _commit;
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"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit _commit;
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};
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};
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fnc_usec_damageGetWound = {
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private ["_hit", "_sPoint", "_options", "_rnd", "_wound"];
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_hit = format["%1",_this];
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_sPoint = USEC_woundHit find _hit;
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_options = USEC_woundPoint select _sPoint;
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_rnd = floor(random(count _options));
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_wound = _options select _rnd;
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_wound
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};
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fnc_usec_medic_removeActions = {
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private "_obj";
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_obj = player;
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{
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_obj = _x;
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{
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_obj removeAction _x;
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} forEach r_player_actions;
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} forEach r_action_targets;
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r_player_actions = [];
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r_action_targets = [];
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};
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fnc_usec_calculateBloodPerSec = {
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private["_bloodLossPerSec","_bloodGainPerSec","_bloodPerSec","_wounded","_time"];
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_bloodLossPerSec = 0;
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_bloodGainPerSec = 0;
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if (dayz_thirst >= SleepWater) then {
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_bloodLossPerSec = _bloodLossPerSec + 10;
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};
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if (dayz_hunger >= SleepFood) then {
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_bloodLossPerSec = _bloodLossPerSec + 10;
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};
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if (r_player_injured) then {
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_bloodLossPerSec = 10;
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{
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_wounded = player getVariable["hit_"+_x,false];
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if (_wounded) then {
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_bloodLossPerSec = _bloodLossPerSec + 10;
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};
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} forEach USEC_typeOfWounds;
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};
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//Sepsis
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if (!r_player_infected) then {
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if (r_player_Sepsis select 0) then {
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_time = diag_tickTime - (r_player_Sepsis select 1);
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if (_time > 900) then {
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if (_time < 1800) then {
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_time = ((_time - 900) max 1) min 900;
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_bloodLossPerSec = _bloodLossPerSec + (_time / 450) + 1;
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_bloodLossPerSec = _bloodLossPerSec - (_bloodLossPerSec % 1);
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} else {
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r_player_Sepsis = [false, 0];
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r_player_infected = true;
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player setVariable["USEC_infected",true,true];
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};
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};
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if ((_time < 1) && {isNil "sepsisStarted"}) then {
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//if (isNil "sepsisStarted") then {
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localize "str_medical_sepsis_warning" call dayz_rollingMessages;
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//systemChat (localize "str_medical_sepsis_warning");
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player setVariable ["sepsisStarted", _time];
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};
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};
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} else {
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_bloodLossPerSec = _bloodLossPerSec + 3;
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};
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//_golbalNutrition = 1200 / r_player_Nutrition;
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if (r_player_bloodregen > 0) then {
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_bloodGainPerSec = r_player_bloodregen * 0.1;
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/*
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if ((r_player_bloodregen) < 30) then {
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_bloodGainPerSec = r_player_bloodregen * _golbalNutrition;
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};
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if ((r_player_bloodregen)< 60) then {
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_bloodGainPerSec = r_player_bloodregen * _golbalNutrition;
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};
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*/
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r_player_bloodregen = (0 max r_player_bloodregen) - (0 max _bloodGainPerSec);
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};
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r_player_bloodlosspersec = _bloodLossPerSec;
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r_player_bloodgainpersec = _bloodGainPerSec;
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_bloodPerSec = _bloodGainPerSec - _bloodLossPerSec;
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/*
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private [ "_foodVal", "_thirstVal", "_tempVal"];
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_foodVal = round(100*(1 - (dayz_hunger / SleepFood)));
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_thirstVal = round(100*(1 - (dayz_thirst / SleepWater)));
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_tempVal = round(100*(1 - ((dayz_temperatur - dayz_temperaturmin)/(dayz_temperaturmax - dayz_temperaturmin))));
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hintSilent format [ "blood/s: %1\ngain/s: %2\nloss/s: %3\nbloodregen: %4\ninjured: %5\ninfected: %6\nsepsis: %7\ninpain:%15\nblood: %8\nthirst: %9 (%12%%)\nhunger: %10 (%13%%)\ntemp: %11 (%14%%)\nFoodstack: %16\n",
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_bloodPerSec,
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r_player_bloodgainpersec,
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r_player_bloodlosspersec,
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r_player_bloodregen,
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r_player_injured,
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r_player_infected,
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r_player_Sepsis,
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r_player_blood,
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dayz_thirst,
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dayz_hunger,
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dayz_temperatur,
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_thirstVal,
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_foodVal,
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_tempVal,
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r_player_inpain,
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r_player_foodstack
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];
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*/
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dayz_lastMedicalSource = call {
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if (dayz_thirst >= SleepWater) exitwith {"dehyd"}; //10
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if (dayz_hunger >= SleepFood) exitwith {"starve"}; //10
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if (r_player_infected) exitwith {"sick"}; //3
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"none"; //reset
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};
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if (_bloodPerSec < 0 && {dayz_lastMedicalSource != "none"}) then {dayz_lastMedicalTime = diag_tickTime;};
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r_player_bloodpersec = _bloodPerSec;
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_bloodPerSec
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};
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fnc_usec_playerHandleBlood = {
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private["_bloodPerSec","_elapsedTime","_bleedTime","_bloodDiff"];
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if (r_player_injured) then { // bleeding
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_bleedTime = (random 500) + 100;
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_elapsedTime = 0;
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while {(r_player_injured) && (r_player_blood > 0)} do {
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_bloodPerSec = [] call fnc_usec_calculateBloodPerSec;
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r_player_blood = r_player_blood + _bloodPerSec;
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_elapsedTime = _elapsedTime + 1;
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if (_elapsedTime > _bleedTime) then {
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r_player_injured = false;
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[player,player,false] call player_medBandage;
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};
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_bloodDiff = r_player_blood - (player getVariable["USEC_BloodQty", r_player_bloodTotal]);
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if ((_bloodDiff >= 500) or (_bloodDiff <= -500)) then {
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player setVariable["USEC_BloodQty",r_player_blood,true];
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};
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uiSleep 1;
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};
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} else { // not bleeding
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_bloodPerSec = [] call fnc_usec_calculateBloodPerSec;
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if (_bloodPerSec != 0) then {
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r_player_blood = r_player_blood + _bloodPerSec;
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};
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_bloodDiff = r_player_blood - (player getVariable["USEC_BloodQty", r_player_bloodTotal]);
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if ((_bloodDiff >= 500) or (_bloodDiff <= -500)) then {
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player setVariable["USEC_BloodQty",r_player_blood,true];
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};
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};
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};
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fnc_usec_resetWoundPoints = {
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{
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player setVariable["hit_"+_x,false,true];
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} forEach USEC_typeOfWounds;
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player setVariable ["USEC_injured",false,true];
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};
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fnc_usec_damageBleed = {
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/***********************************************************
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PROCESS DAMAGE TO A UNIT
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- Function fnc_usec_damageBleed: Draw a creepy blood stream from a player limb
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- [_unit, _wound] call fnc_usec_damageBleed;
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************************************************************/
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private["_unit","_wound","_modelPos","_point","_source","_rndX"];
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_unit = _this select 0;
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_wound = _this select 1;
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_point = objNull;
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_source = objNull;
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if (isServer) exitWith{}; // no graphical effects on server!
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_modelPos = call {
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if (_wound == "Pelvis") exitwith {
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[0,0,0.2]
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};
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if (_wound == "aimpoint") exitwith {
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_rndX = (0.1 - random 0.2);
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[_rndX,0,0.2]
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};
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if (_wound == "RightShoulder") exitwith {
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[0,0,0.2]
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};
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if (_wound == "LeftShoulder") exitwith {
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[0,0,0.2]
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};
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//added visual wounds to foots
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if (_wound == "RightFoot") exitwith {
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[0,0,0.2]
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};
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if (_wound == "LeftFoot") exitwith {
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[0,0,0.2]
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};
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[0,0,0];
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};
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while {1 == 1} do {
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scopeName "main";
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waitUntil {(vehicle _unit == _unit)};
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if ((dayz_bleedingeffect == 2) or (dayz_bleedingeffect == 3)) then {
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//Blood partical
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_point = "Logic" createVehicleLocal getPosATL _unit;
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_source = "#particlesource" createVehicleLocal getPosATL _unit;
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_source setParticleParams
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/* Sprite */ [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 13, 1],"", // File,Ntieth,Index,Count,Loop(Bool)
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/* Type */ "Billboard",
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/* TimmerPer */ 1,
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/* Lifetime */ 0.2,
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/* Position */ [0,0,0],
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/* MoveVelocity */ [0,0,0.5],
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/* Simulation */ 1,0.32,0.1,0.05, //rotationVel,weight,volume,rubbing
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/* Scale */ [0.05,0.25],
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/* Color */ [[0.2,0.01,0.01,1],[0.2,0.01,0.01,0]],
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/* AnimSpeed */ [0.1],
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/* randDirPeriod */ 0,
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/* randDirIntesity */ 0,
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/* onTimerScript */ "",
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/* DestroyScript */ "",
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/* Follow */ _point];
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_source setParticleRandom [2, [0, 0, 0], [0.0, 0.0, 0.0], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
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_source setDropInterval 0.02;
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_point attachTo [_unit,_modelPos,_wound];
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};
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uiSleep 5;
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while {((_unit getVariable["USEC_injured",true]) && {alive _unit})} do {
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scopeName "loop";
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if (vehicle _unit != _unit) then {
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BreakOut "loop";
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};
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uiSleep 1;
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};
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deleteVehicle _source;
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deleteVehicle _point;
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if (!(_unit getVariable["USEC_injured",false])) then {
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BreakOut "main";
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};
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};
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deleteVehicle _source;
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deleteVehicle _point;
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};
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