ACE3/addons/huntir/functions/fnc_handleFired.sqf

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#include "..\script_component.hpp"
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/*
* Author: Norrin, Rocko, Ruthberg
*
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* Handles HuntIR projectiles. Called from the unified fired EH for the local player.
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*
* Arguments:
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* None. Parameters inherited from EFUNC(common,firedEH)
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*
* Return Value:
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* None
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*
* Example:
* call ACE_huntir_fnc_handleFired
*
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* Public: No
*/
params ["_unit", "", "", "", "", "", "_projectile"];
TRACE_2("handleFired",_unit,_projectile);
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// Don't run for non players, as they are too dumb to launch huntirs anyway
if (_unit != ACE_player) exitWith {};
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[{
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params ["_projectile"];
//If null (deleted or hit water) exit:
if (isNull _projectile) exitWith {};
//If it's not spinning (hit ground), bail:
if ((vectorMagnitude (velocity _projectile)) < 0.1) exitWith {};
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"ACE_HuntIR_Propell" createVehicle (getPosATL _projectile);
[{
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params ["_position"];
private _huntir = createVehicle ["ACE_HuntIR", _position, [], 0, "FLY"];
_huntir setPosATL _position;
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_huntir setVariable [QGVAR(startTime), CBA_missionTime, true];
[{
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params ["_args", "_idPFH"];
_args params ["_huntir"];
if (isNull _huntir) exitWith {
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[_idPFH] call CBA_fnc_removePerFrameHandler;
};
private _parachuteDamage = _huntir getHitPointDamage "HitParachute";
if (_parachuteDamage > 0) then {
private _velocity = velocity _huntir;
_velocity set [2, -1 min -20 * sqrt(_parachuteDamage)];
_huntir setVelocity _velocity;
_huntir setVectorUp [0, 0, 1];
};
}, 0, [_huntir]] call CBA_fnc_addPerFrameHandler;
}, [getPosATL _projectile vectorAdd [0, 0, 50]], 2, 0] call CBA_fnc_waitAndExecute;
}, [_projectile], 5, 0] call CBA_fnc_waitAndExecute;