ACE3/addons/frag/functions/fnc_fired.sqf

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#include "..\script_component.hpp"
/*
* Author: nou, jaynus, PabstMirror
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* Called from the unified fired EH for all.
* If spall is not enabled (default), then cache and only track those that will actually trigger fragmentation.
*
* Arguments:
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* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* None
*
* Example:
* [clientFiredBIS-XEH] call ace_frag_fnc_fired
*
* Public: No
*/
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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile,_vehicle,_gunner,_turret);
private _shouldAdd = GVAR(cacheRoundsTypesToTrack) get _ammo;
if (isNil "_shouldAdd") then {
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TRACE_1("no cache for round",_ammo);
//Read configs and test if it would actually cause a frag, using same logic as FUNC(pfhRound)
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private _skip = getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(skip));
private _explosive = getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosive");
private _indirectRange = getNumber (configFile >> "CfgAmmo" >> _ammo >> "indirectHitRange");
private _force = getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(force));
private _fragPower = getNumber (configFile >> "CfgAmmo" >> _ammo >> "indirecthit") * (sqrt (getNumber (configFile >> "CfgAmmo" >> _ammo >> "indirectHitRange")));
_shouldAdd = (_skip == 0) && {(_force == 1) || {_explosive > 0.5 && {_indirectRange >= 4.5} && {_fragPower >= 35}}};
if (GVAR(spallEnabled) && {!_shouldAdd}) then {
private _caliber = getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber");
if !(_caliber >= 2.5 || {(_explosive > 0 && {_indirectRange >= 1})}) exitWith {}; // from check in doSpall: line 34
TRACE_1("Won't frag, but will spall",_caliber);
_shouldAdd = true;
};
TRACE_6("Setting Cache",_skip,_explosive,_indirectRange,_force,_fragPower,_shouldAdd);
GVAR(cacheRoundsTypesToTrack) set [_ammo, _shouldAdd];
};
if (_shouldAdd) then {
// firedMan will have nil "_gunner", so just check _unit; for firedVehicle we want to check _gunner
private _localShooter = if (isNil "_gunner") then {local _unit} else {local _gunner};
TRACE_4("",_localShooter,_unit,_ammo,_projectile);
if (!_localShooter) exitWith {};
if (_weapon == "Put") exitWith {}; // Ignore explosives placed without ace_explosives
// Skip if less than 0.5 second from last shot
if ((CBA_missionTime - (_unit getVariable [QGVAR(lastTrack), -1])) < 0.5) exitWith {};
_unit setVariable [QGVAR(lastTrack), CBA_missionTime];
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[_unit, _ammo, _projectile] call FUNC(addPfhRound);
};