ACE3/addons/advanced_throwing/functions/fnc_throw.sqf

91 lines
3.4 KiB
Plaintext
Raw Normal View History

/*
* Author: Dslyecxi, Jonpas
* Throw selected throwable.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* unit call ace_advanced_throwing_fnc_throw
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
TRACE_1("params",_unit);
// Prime the throwable if it hasn't been cooking already
// Next to proper simulation this also has to happen before delay for orientation of the throwable to be set
if (!(_unit getVariable [QGVAR(primed), false])) then {
[_unit] call FUNC(prime);
};
[_unit, "ThrowGrenade"] call EFUNC(common,doGesture);
// Pass position to reset later because animation may change it in certain stances
[{
params ["_unit", "_activeThrowable", "_posThrown", "_throwType", "_throwSpeed", "_dropMode"];
TRACE_6("delayParams",_unit,_activeThrowable,_posThrown,_throwType,_throwSpeed,_dropMode);
// Reset position in case animation changed it
_activeThrowable setPosASL _posThrown;
// Launch actual throwable
private _direction = [THROWSTYLE_NORMAL_DIR, THROWSTYLE_HIGH_DIR] select (_throwType == "high" || {_dropMode});
private _velocity = [_throwSpeed, _throwSpeed / THROWSTYLE_HIGH_VEL_COEF / 1.25] select (_throwType == "high");
_velocity = [_velocity, THROWSTYLE_DROP_VEL] select _dropMode;
private _p2 = (eyePos _unit) vectorAdd (AGLToASL (positionCameraToWorld _direction)) vectorDiff (AGLToASL (positionCameraToWorld [0, 0, 0]));
private _p1 = AGLtoASL (_activeThrowable modelToWorldVisual [0, 0, 0]);
private _newVelocity = (_p1 vectorFromTo _p2) vectorMultiply _velocity;
// Adjust for throwing from inside vehicles, where we have a vehicle-based velocity that can't be compensated for by a human
if (vehicle _unit != _unit) then {
_newVelocity = _newVelocity vectorAdd (velocity (vehicle _unit));
};
private _config = configFile >> "CfgAmmo" >> typeOf _activeThrowable;
private _torqueDir = getArray (_config >> QGVAR(torqueDirection));
_torqueDir = if (_torqueDir isEqualTypeArray [0,0,0]) then { vectorNormalized _torqueDir } else { [0,0,0] };
private _torqueMag = getNumber (_config >> QGVAR(torqueMagnitude));
private _torque = _torqueDir vectorMultiply _torqueMag;
// Drop if unit dies during throw process
if (alive _unit) then {
_activeThrowable setVelocity _newVelocity;
_activeThrowable addTorque (_unit vectorModelToWorld _torque);
};
// Invoke listenable event
["ace_throwableThrown", [_unit, _activeThrowable]] call CBA_fnc_localEvent;
}, [
_unit,
_unit getVariable [QGVAR(activeThrowable), objNull],
getPosASLVisual (_unit getVariable [QGVAR(activeThrowable), objNull]),
_unit getVariable [QGVAR(throwType), THROW_TYPE_DEFAULT],
_unit getVariable [QGVAR(throwSpeed), THROW_SPEED_DEFAULT],
_unit getVariable [QGVAR(dropMode), false]
], 0.3] call CBA_fnc_waitAndExecute;
#ifdef DRAW_THROW_PATH
GVAR(predictedPath) = call FUNC(drawArc); // Save the current throw arc
GVAR(flightPath) = [];
GVAR(flightRotation) = [];
(_unit getVariable QGVAR(activeThrowable)) spawn {
while {!isNull _this && {(getPosATL _this) select 2 > 0.05}} do {
GVAR(flightPath) pushBack [ASLtoAGL (getPosASL _this), vectorUp _this];
sleep 0.05;
};
};
#endif
// Stop rendering arc and doing rendering magic while throw is happening
[_unit, "Completed a throw fully"] call FUNC(exitThrowMode);