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fnc_handlePlayerChanged.sqf
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fnc_handlePlayerChanged.sqf
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#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut, ulteq
* Handles switching units (once on init and afterwards via Zeus). Also handles CBA setting change for performance factor.
*
* Arguments:
* 0: New Unit <OBJECT>
* 1: Old Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [newbob, oldbob] call ace_advanced_fatigue_fnc_handlePlayerChanged
*
* Public: No
*/
params ["_newUnit", "_oldUnit"];
TRACE_2("unit changed",_newUnit,_oldUnit);
if (!isNull _oldUnit) then {
TRACE_1("remove old",_oldUnit getVariable QGVAR(animHandler));
_oldUnit enableStamina true;
_oldUnit removeEventHandler ["AnimChanged", _oldUnit getVariable [QGVAR(animHandler), -1]];
_oldUnit setVariable [QGVAR(animHandler), nil];
_oldUnit setVariable [QGVAR(ae1Reserve), GVAR(ae1Reserve)];
_oldUnit setVariable [QGVAR(ae2Reserve), GVAR(ae2Reserve)];
_oldUnit setVariable [QGVAR(anReserve), GVAR(anReserve)];
_oldUnit setVariable [QGVAR(anFatigue), GVAR(anFatigue)];
_oldUnit setVariable [QGVAR(muscleDamage), GVAR(muscleDamage)];
_oldUnit setVariable [QGVAR(respiratoryRate), GVAR(respiratoryRate)];
};
_newUnit enableStamina false;
// Don't add a new EH if the unit respawned
if (_newUnit getVariable [QGVAR(animHandler), -1] == -1) then {
private _animHandler = _newUnit addEventHandler ["AnimChanged", {
GVAR(animDuty) = _this call FUNC(getAnimDuty);
}];
TRACE_1("add new",_animHandler);
_newUnit setVariable [QGVAR(animHandler), _animHandler];
};
GVAR(ae1Reserve) = _newUnit getVariable [QGVAR(ae1Reserve), AE1_MAXRESERVE];
GVAR(ae2Reserve) = _newUnit getVariable [QGVAR(ae2Reserve), AE2_MAXRESERVE];
GVAR(anReserve) = _newUnit getVariable [QGVAR(anReserve), AN_MAXRESERVE];
GVAR(anFatigue) = _newUnit getVariable [QGVAR(anFatigue), 0];
GVAR(muscleDamage) = _newUnit getVariable [QGVAR(muscleDamage), 0];
GVAR(respiratoryRate) = _newUnit getVariable [QGVAR(respiratoryRate), 0];
// Clean variables for respawning units
{
_newUnit setVariable [_x, nil];
} forEach [QGVAR(ae1Reserve), QGVAR(ae2Reserve), QGVAR(anReserve), QGVAR(anFatigue), QGVAR(muscleDamage), QGVAR(respiratoryRate)];
GVAR(VO2Max) = 35 + 20 * (_newUnit getVariable [QGVAR(performanceFactor), GVAR(performanceFactor)]);
GVAR(VO2MaxPower) = GVAR(VO2Max) * SIM_BODYMASS * BIOMECH_EFFICIENCY * JOULES_PER_ML_O2 / 60;
GVAR(peakPower) = VO2MAX_STRENGTH * GVAR(VO2MaxPower);
GVAR(ae1PathwayPower) = GVAR(peakPower) / (AE1_ATP_RELEASE_RATE + AE2_ATP_RELEASE_RATE + AN_ATP_RELEASE_RATE) * AE1_ATP_RELEASE_RATE * ANTPERCENT ^ 1.28 * 1.362;
GVAR(ae2PathwayPower) = GVAR(peakPower) / (AE1_ATP_RELEASE_RATE + AE2_ATP_RELEASE_RATE + AN_ATP_RELEASE_RATE) * AE2_ATP_RELEASE_RATE * ANTPERCENT ^ 1.28 * 1.362;
GVAR(aePathwayPower) = GVAR(ae1PathwayPower) + GVAR(ae2PathwayPower);
GVAR(anPathwayPower) = GVAR(peakPower) - GVAR(aePathwayPower);
GVAR(aeWattsPerATP) = GVAR(ae1PathwayPower) / AE1_ATP_RELEASE_RATE;
GVAR(anWattsPerATP) = GVAR(anPathwayPower) / AN_ATP_RELEASE_RATE;
GVAR(respiratoryBufferDivisor) = (RESPIRATORY_BUFFER - 1) / RESPIRATORY_BUFFER;
GVAR(maxPowerFatigueRatio) = 0.057 / GVAR(peakPower);
GVAR(ppeBlackoutLast) = 100;
GVAR(lastBreath) = 0;
GVAR(animDuty) = [_newUnit, animationState _newUnit] call FUNC(getAnimDuty);