ACE3/addons/frag/functions/fnc_pfhRound.sqf

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#include "script_component.hpp"
params ["_round", "_lastPos", "_lastVel", "_type", "_firedFrame", "_gun", "_doSpall", "_spallTrack", "_foundObjectHPIds", "_skip", "_explosive", "_indirectRange", "_force", "_fragPower"];
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if (_round in GVAR(blackList)) exitWith {
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false
};
if (!alive _round) exitWith {
if ((diag_frameno - _firedFrame) > 1) then { //skip if deleted within a single frame
if (_skip == 0) then {
if ((_explosive > 0.5 && {_indirectRange >= 4.5} && {_fragPower >= 35}) || {_force == 1}) then {
// shotbullet, shotShell don't seem to explode when touching water, so don't create frags
if (((_lastPos select 2) < 0) && {(toLower getText (configFile >> "CfgAmmo" >> _type >> "simulation")) in ["shotbullet", "shotshell"]}) exitWith {};
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[QGVAR(frag_eh), _this] call CBA_fnc_serverEvent;
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};
};
};
if (_doSpall) then {
DEC(GVAR(spallIsTrackingCount));
// diag_log text format ["F: %1", _foundObjectHPIds];
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{
if (!isNil "_x") then {
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_x removeEventHandler ["hitPart", _foundObjectHPIds select _forEachIndex];
};
} forEach _spallTrack;
};
false
};
_this set [1, getPosASL _round];
_this set [2, velocity _round];
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if (_doSpall) then {
private ["_scale"];
_scale = ((count GVAR(objects)) / GVAR(MaxTrackPerFrame)) max 0.1;
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[_round, _scale, _spallTrack, _foundObjectHPIds] call FUNC(spallTrack);
};
true