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//-----------------------------
// ANIMAL BLEEDING
//-----------------------------
/*
Animal bleeding is handled by this component.
*/
class ComponentAnimalBleeding : Component
{
// Member variables
protected ref Timer m_BleedTimer;
protected const float BASE_BLEED_RATE = 250;
protected const float PASS_OUT_AMOUT = 500;
// Constructor
void ComponentAnimalBleeding()
{
}
void InflictWoundDamage( TotalDamageResult damage_result, string zone_name, string ammo )
{
if ( ammo == "MeleeWolf")
{
m_ThisEntityAI.SetHealth( "", "", 0 );
}
if ( !zone_name )
return;
float health_damage_inflicted = damage_result.GetDamage( zone_name, "Health");
//float blood_damage_inflicted = damage_result.GetDamage( zone_name, "Blood");
float wound_healt_damage = health_damage_inflicted;
//float wound_blood_damage = health_damage_inflicted;
m_ThisEntityAI.DecreaseHealth( "", "Health", wound_healt_damage );
//m_ThisEntityAI.DecreaseHealth( "", "Blood", wound_blood_damage );
if ( zone_name != "" )
{
m_ThisEntityAI.DecreaseHealth( zone_name, "Health", wound_healt_damage );
//m_ThisEntityAI.DecreaseHealth( zone_name, "Blood", wound_blood_damage );
}
//Print("Zone hit: " + zone_name );
//Print("damage_result Health: " + damage_result.GetDamage( zone_name, "Health" ) );
//Print("damage_result Blood: " + damage_result.GetDamage( zone_name, "Blood" ) );
}
void CreateWound( TotalDamageResult damage_result, string zone_name, string ammo )
{
//Print( "GetHealth Health before creating wound@: " + zone_name + " " + m_ThisEntityAI.GetHealth( zone_name, "Health" ));
InflictWoundDamage( damage_result, zone_name, ammo );
//Print( "GetHealth Health after creating wood@: " + zone_name + " " + m_ThisEntityAI.GetHealth( zone_name, "Health" ));
float can_bleed = false; //= GetGame().ConfigGetFloat( "CfgVehicles " + m_ThisEntityAI.GetType() + " DamageSystem " + "DamageZones " + zone_name + " canBleed" );
//Print("can_bleed: " + can_bleed );
float bleed_treshold = 0; //= GetGame().ConfigGetFloat( "CfgAmmo " + ammo + " DamageApplied " + "bleedThreshold" );
//Print("bleed_treshold: " + bleed_treshold );
float chance = -1; //Math.RandomFloat01();
//Print("chance: " + chance );
//Print( "GetHealth Health @: " + m_ThisEntityAI.GetHealth( zone_name, "Health" ));
//Print( "GetHealth Blood @: " + m_ThisEntityAI.GetHealth( zone_name, "Blood" ));
//Print( "GetHealth Shock @: " + m_ThisEntityAI.GetHealth( zone_name, "Shock" ));
if ( can_bleed && chance <= bleed_treshold )
{
m_BleedTimer = new Timer();
float wound_intensity = GetWoundIntensity( bleed_treshold );
//Print("wound_intensity: " + wound_intensity);
m_BleedTimer.Run( 1, this, "Bleed", new Param1<float>( wound_intensity ), true );
}
/*
else
{
Print("Not bleeding");
}
*/
}
void Bleed( float wound_intensity )
{
if ( m_ThisEntityAI.IsAlive() )
{
float bleeding_intensity = BASE_BLEED_RATE * wound_intensity;
//Print("bleeding_intensity: " + bleeding_intensity);
float global_blood_lvl = m_ThisEntityAI.GetHealth( "", "Blood" );
m_ThisEntityAI.DecreaseHealth( "", "Blood", bleeding_intensity );
if ( global_blood_lvl < PASS_OUT_AMOUT )
{
m_ThisEntityAI.SetHealth( "", "", 0 );
//Print("global_blood_lvl < PASS_OUT_AMOUT => Zabijam zviera.");
}
//Print( "GetHealth Global Health: " + m_ThisEntityAI.GetHealth( "", "Health" ));
//Print( "GetHealth Global Blood: " + m_ThisEntityAI.GetHealth( "", "Blood" ));
//Print( "GetHealth Global Shock: " + m_ThisEntityAI.GetHealth( "", "Shock" ));
}
else
{
m_BleedTimer.Stop();
//Print("Vypinam timer.");
}
}
float GetWoundIntensity( float bleed_treshold )
{
//higher the bleeding treshold => more intense bleeding
return bleed_treshold * 2;
}
} |