ACE3/addons/frag/functions/fnc_initRound.sqf

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2024-01-09 00:06:57 +00:00
#include "script_component.hpp"
/*
* Author: Lambda.Tiger
* This function checks whether an ammunition type should cause fragmentation
* and whether any submunitions exist
*
* Arguments:
* 0: _ammo <STRING> - cfgAmmo type of ammo to check
*
* Return Value:
* _shouldFrag <ARRAY>
* 0 - Should the specific round fragment
* 1 - Does the munition have a child submunition
*
* Example:
* ["B_556x45_Ball"] call ace_frag_fnc_shouldFrag;
*
* Public: No
*/
params ["_projectile"];
private _ammo = typeOf _proj;
systemChat (str _ammo + " " + str _projectile);
if (isNil "_ammo" ||
{_ammo isEqualTo "" ||
{isNil "_projectile" ||
{isNull _projectile}}}) exitWith {
WARNING("bad ammo or projectile");
};
/******* _shouldFrag format *****/
// 0: doFragmnent - will the piece fragment
// 1: hasSubmuntion - will the round create submunitions
private _shouldFrag = _ammo call FUNC(shouldFrag);
_shouldFrag params ["_doFrag", "_doSubmunit"];
if (_doFrag) then {
// wait for frag damage to kill units before spawning fragments
_projectile addEventHandler ["Explode", {
if (isServer) then {
[FUNC(doFrag), [_this]] call CBA_fnc_execNextFrame;
} else {
[QGVAR(frag_eh), [_this]] call CBA_fnc_serverEvent;
};
}
];
};
if (_doSubmunit && {GVAR(enSubMunit)> 0}) then {
_projectile addEventHandler ["SubmunitionCreated", {_this call FUNC(submunition)}];
};
private _shouldSpall = _ammo call FUNC(shouldSpall);
if (GVAR(spallEnabled) && {_shouldSpall}) then
{_projectile addEventHandler [
"HitPart",
{
[LINKFUNC(doSpallMomentum), _this] call CBA_fnc_execNextFrame;
[QGVAR(spall_eh), [_this]] call CBA_fnc_serverEvent;
}
];
};