ACE3/addons/overpressure/functions/fnc_overpressureDamage.sqf

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/*
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* Author: commy2 and esteldunedain
*
* Calculate and apply backblast damage to potentially affected local units
*
* Argument:
* 0: Unit that fired <OBJECT>
* 1: Pos ASL of the projectile <ARRAY>
* 2: Direction of the projectile <ARRAY>
* 3: Weapon fired <STRING>
* 4: Magazine <STRING>
* 5: Ammo <STRING>
*
* Return value:
* None
*/
#include "script_component.hpp"
private ["_var","_overpressureAngle", "_overpressureRange", "_overpressureDamage"];
params ["_firer", "_posASL", "_direction", "_weapon", "_magazine", "_ammo"];
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// Bake variable name and check if the variable exists, call the caching function otherwise
_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
_var = if (isNil _varName) then {
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[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
} else {
missionNameSpace getVariable _varName;
};
_var params["_overpressureAngle","_overpressureRange","_overpressureDamage"];
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TRACE_4("Parameters:",_overpressureAngle,_overpressureRange,_overpressureDamage,_weapon);
{
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if (local _x && {_x != _firer} && {vehicle _x == _x}) then {
private ["_targetPositionASL", "_relativePosition", "_axisDistance", "_distance", "_angle", "_line", "_line2"];
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_targetPositionASL = eyePos _x;
_relativePosition = _targetPositionASL vectorDiff _posASL;
_axisDistance = _relativePosition vectorDotProduct _direction;
_distance = vectorMagnitude _relativePosition;
_angle = acos (_axisDistance / _distance);
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_line = [_posASL, _targetPositionASL, _firer, _x];
_line2 = [_posASL, _targetPositionASL];
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TRACE_4("Affected:",_x,_axisDistance,_distance,_angle);
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if (_angle < _overpressureAngle && {_distance < _overpressureRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then {
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private ["_alpha", "_beta", "_damage"];
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_alpha = sqrt (1 - _distance / _overpressureRange);
_beta = sqrt (1 - _angle / _overpressureAngle);
_damage = _alpha * _beta * _overpressureDamage;
// If the target is the ACE_player
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if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_x] call EFUNC(medical,hasMedicalEnabled))}) then {
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[_x, _damage, "body", "backblast"] call EFUNC(medical,addDamageToUnit);
} else {
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_x setDamage (damage _x + _damage);
};
};
};
} forEach ((ASLtoAGL _posASL) nearEntities ["CAManBase", _overpressureRange]);