Files
DayZ-Epoch/SQF/dayz_code/medical/setup_functions_med.sqf
icomrade 774441ef45 Deprecated/Slow Commands
Stop using them!
2014-05-27 15:03:53 -04:00

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fnc_usec_damageHandle = {
/***********************************************************
ASSIGN DAMAGE HANDLER TO A UNIT
- Function
- [unit] call fnc_usec_damageHandle;
************************************************************/
private ["_unit"];
_unit = _this select 0;
// Remove handle damage override
// _unit removeEventHandler ["HandleDamage",temp_handler];
mydamage_eh1 = _unit addeventhandler ["HandleDamage",{_this call fnc_usec_damageHandler;} ];
mydamage_eh2 = _unit addEventHandler ["Fired", {_this call player_fired;}];
mydamage_eh3 = _unit addEventHandler ["Killed", {_id = [] spawn player_death;}];
};
fnc_usec_pitchWhine = {
private ["_visual","_sound"];
_visual = _this select 0;
_sound = _this select 1;
//affect the player
0 fadeSound 0;
playMusic ["PitchWhine",0];
if (!r_player_unconscious) then {
_visual call fnc_usec_bulletHit;
_sound fadeSound 1;
};
r_pitchWhine = true;
[] spawn {
sleep 32;
r_pitchWhine = false;
};
};
fnc_usec_damageUnconscious = {
private ["_unit","_damage","_inVehicle"];
_unit = _this select 0;
_damage = _this select 1;
_inVehicle = (vehicle _unit != _unit);
if ((_unit == player) or (vehicle player != player)) then {
r_player_timeout = round((((random 2) max 0.1) * _damage) * 20);
r_player_unconscious = true;
player setVariable["medForceUpdate",true,true];
player setVariable ["unconsciousTime", r_player_timeout, true];
};
if (_inVehicle) then {
_unit spawn {
private["_veh","_unit"];
_veh = vehicle _this;
_unit = _this;
waitUntil{(((([_veh] call FNC_GetPos) select 2 < 1) and (speed _veh < 1)) or (!r_player_unconscious))};
if (r_player_unconscious) then {
_unit action ["eject", _veh];
waitUntil{((vehicle _this) != _this)};
sleep 1;
_unit setVariable ["NORRN_unconscious", true, true];
_unit playActionNow "Die";
};
};
} else {
_unit setVariable ["NORRN_unconscious", true, true];
_unit playActionNow "Die";
};
};
//Action Handlers added to init file
fnc_usec_bulletHit = {
private["_commit"];
_commit = _this;
if (!r_player_unconscious) then {
"colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.1], [1, 1, 1, 0.0]];"colorCorrections" ppEffectCommit 0;
"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0;
addCamShake [5, 0.5, 25];
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 0.0]];"colorCorrections" ppEffectCommit _commit;
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit _commit;
};
};
fnc_usec_damageType = {
private["_damage","_ammo","_type"];
_damage = _this select 0;
_ammo = _this select 1;
_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 (_ammo isKindof "Melee") then {
_type = 3;
};
_type;
};
fnc_usec_damageGetWound = {
private["_hit","_sPoint","_options","_rnd","_wound"];
_hit = format["%1",_this];
_sPoint = USEC_woundHit find _hit;
_options = USEC_woundPoint select _sPoint;
_rnd = floor(random(count _options));
_wound = _options select _rnd;
_wound;
};
fnc_usec_medic_removeActions = {
private ["_obj"];
_obj = player;
{
_obj = _x;
{
_obj removeAction _x;
} forEach r_player_actions;
} forEach r_action_targets;
r_player_actions = [];
r_action_targets = [];
};
fnc_usec_self_removeActions = {
{
player removeAction _x;
} forEach r_self_actions;
r_self_actions = [];
};
fnc_med_publicBlood = {
while {(r_player_injured or r_player_infected) and r_player_blood > 0} do {
player setVariable["USEC_BloodQty",r_player_blood,true];
player setVariable["medForceUpdate",true];
sleep 5;
};
};
fnc_usec_playerBleed = {
private ["_bleedTime","_bleedPerSec","_total","_bTime","_myBleedTime","_id"];
_bleedTime = 400; //seconds
_total = r_player_bloodTotal;
r_player_injured = true;
_myBleedTime = (random 300) + 30;
_bTime = 0;
while {r_player_injured} do {
_bleedPerSec = 30;
// If kneeling or crawling reduce bleeding
if (dayz_isKneeling and !r_player_unconscious) then{
_bleedPerSec = 15;
};
if (dayz_isCrawling and !r_player_unconscious) then{
_bleedPerSec = 7.5;
};
//bleed out
if (r_player_blood > 0) then {
r_player_blood = r_player_blood - _bleedPerSec;
};
_bTime = _bTime + 1;
if (_bTime > _myBleedTime) then {
r_player_injured = false;
_id = [player,player] execVM "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
dayz_sourceBleeding = objNull;
{player setVariable[_x,false,true];} forEach USEC_woundHit;
player setVariable ["USEC_injured",false,true];
};
sleep 1;
};
};
fnc_usec_damageBleed = {
/***********************************************************
PROCESS DAMAGE TO A UNIT
- Function
- [_unit, _wound, _injury] call fnc_usec_damageBleed;
************************************************************/
private ["_unit","_wound","_injury","_modelPos","_point","_source","_rndX"];
_unit = _this select 0;
_wound = _this select 1;
_injury = _this select 2;
_modelPos = [0,0,0];
switch (_wound) do {
case "Pelvis": {
_modelPos = [0,0,0.2];
};
case "aimpoint": {
_rndX = (0.1 - random 0.2);
_modelPos = [_rndX,0,0.2];
};
case "RightShoulder": {
_modelPos = [0,0,0.2];
};
case "LeftShoulder": {
_modelPos = [0,0,0.2];
};
};
while {true} do {
scopeName "main";
waitUntil {(vehicle _unit == _unit)};
_point = "Logic" createVehicleLocal getPosATL _unit;
_source = "#particlesource" createVehicleLocal getPosATL _unit;
_source setParticleParams
/*Sprite*/ [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 13, 1],"",// File,Ntieth,Index,Count,Loop(Bool)
/*Type*/ "Billboard",
/*TimmerPer*/ 1,
/*Lifetime*/ 0.2,
/*Position*/ [0,0,0],
/*MoveVelocity*/ [0,0,0.5],
/*Simulation*/ 1,0.32,0.1,0.05,//rotationVel,weight,volume,rubbing
/*Scale*/ [0.05,0.25],
/*Color*/ [[0.2,0.01,0.01,1],[0.2,0.01,0.01,0]],
/*AnimSpeed*/ [0.1],
/*randDirPeriod*/ 0,
/*randDirIntesity*/ 0,
/*onTimerScript*/ "",
/*DestroyScript*/ "",
/*Follow*/ _point];
_source setParticleRandom [2, [0, 0, 0], [0.0, 0.0, 0.0], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
_source setDropInterval 0.02;
_point attachTo [_unit,_modelPos,_wound];
sleep 5;
while {((_unit getVariable["USEC_injured",true]) and (alive _unit))} do {
scopeName "loop";
if (vehicle _unit != _unit) then {
BreakOut "loop";
};
sleep 1;
};
deleteVehicle _source;
deleteVehicle _point;
if (!(_unit getVariable["USEC_injured",false])) then {
BreakOut "main";
};
};
deleteVehicle _source;
deleteVehicle _point;
};
fnc_usec_recoverUncons = {
player setVariable ["NORRN_unconscious",false,true];
player setVariable ["unconsciousTime",0,true];
player setVariable ["USEC_isCardiac",false,true];
// player setVariable["medForceUpdate",true,true];
r_player_unconscious = false;
r_player_cardiac = false;
r_player_handler1 = false;
sleep 1;
disableUserInput false;
[objNull,player,rSwitchMove,"AinjPpneMstpSnonWnonDnon"] call RE;
player switchMove "AinjPpneMstpSnonWnonDnon";
player playMoveNow "AmovPpneMstpSnonWnonDnon_healed";
};