ACE3/addons/overpressure/functions/fnc_fireLauncherBackblast.sqf

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/*
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* Author: commy2 and esteldunedain
*
* Handle fire of local launchers
*
* Argument:
* 0: Unit that fired (Object)
* 1: Weapon fired (String)
* 2: Muzzle (String)
* 3: Mode (String)
* 4: Ammo (String)
* 5: Magazine (String)
* 6: Projectile (Object)
*
* Return value:
* None
*/
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
EXPLODE_7_PVT(_this,_firer,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
// Prevent AI from causing backblast damage
if !([_firer] call EFUNC(common,isPlayer)) exitWith {};
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private ["_position", "_direction"];
_position = getPosASL _projectile;
_direction = [0, 0, 0] vectorDiff (vectorDir _projectile);
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private ["_backblastAngle", "_backblastRange", "_backblastDamage"];
_backblastDamage = getNumber (configFile >> "CfgMagazines" >> _magazine >> QGVAR(damage));
if (_backblastDamage == 0) then {
_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
} else {
_backblastAngle = getNumber (configFile >> "CfgMagazines" >> _magazine >> QGVAR(angle)) / 2;
_backblastRange = getNumber (configFile >> "CfgMagazines" >> _magazine >> QGVAR(range));
};
// Damage to others
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private "_affected";
_affected = getPos _projectile nearEntities ["CAManBase", _backblastRange];
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// Let each client handle their own affected units
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["overpressure", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent);
// Damage to the firer
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private "_distance";
_distance = [_position, _direction, _backblastRange] call FUNC(getDistance);
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TRACE_1("Distance",_distance);
if (_distance < _backblastRange) then {
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private ["_alpha", "_beta", "_damage"];
_alpha = sqrt (1 - _distance / _backblastRange);
_beta = sqrt 0.5;
_damage = _alpha * _beta * _backblastDamage;
[_damage * 100] call BIS_fnc_bloodEffect;
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_firer] call EFUNC(medical,hasMedicalEnabled))}) then {
[_firer, "HitBody", [_firer, "body", ((_firer getHitPointDamage "HitBody") + _damage), _firer, "backblast"] call EFUNC(medical,handleDamage)] call EFUNC(medical,setHitPointDamage);
} else {
_firer setDamage (damage _firer + _damage);
};
};
// Draw debug lines
#ifdef DEBUG_MODE_FULL
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
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private "_ref";
_ref = _direction call EFUNC(common,createOrthonormalReference);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply (_distance min _backblastRange)),
[1,0,0,1]
] call EFUNC(common,addLineToDebugDraw);
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#endif