ACE3/addons/backblast/functions/fnc_backblastDamage.sqf

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/*
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* Author: commy2 and CAA-Picard
*
* 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)
*
* Return value:
* None
*/
#include "script_component.hpp"
EXPLODE_4_PVT(_this,_firer,_posASL,_direction,_weapon);
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private ["_backblastAngle", "_backblastRange", "_backblastDamage"];
_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
TRACE_4("Parameters:",_backblastAngle,_backblastRange,_backblastDamage,_weapon);
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private "_pos";
_pos = _posASL;
if (!surfaceIsWater _pos) then {
_pos = ASLtoATL _pos;
};
{
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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);
if (_angle < _backblastAngle && {_distance < _backblastRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then {
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private ["_alpha", "_beta", "_damage"];
_alpha = sqrt (1 - _distance / _backblastRange);
_beta = sqrt (1 - _angle / _backblastAngle);
_damage = 2 * _alpha * _beta * _backblastDamage;
// If the target is the ACE_player
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if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
// TODO: Sort this interaction with medical
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical")) then {
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[_x, "HitBody", ([_x, "", (_x getHitPointDamage "HitBody") + _damage, objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
_x spawn {
sleep 0.5;
[_this, "", 0, objNull, objNull] call EFUNC(medical,handleDamage);
};
} else {
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_x setDamage (damage _x + _damage);
};
};
};
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} forEach (_pos nearEntities ["CAManBase", _backblastRange]);