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Rename Advanced Throwing component to be in-line with other advanced_ components (#4318)
* Rename Advanced Throwing component to be in-line with other advanced_ components * Rename wiki page as well * Add redirect from old wiki page
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85
addons/advanced_throwing/functions/fnc_throw.sqf
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85
addons/advanced_throwing/functions/fnc_throw.sqf
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/*
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* Author: Dslyecxi, Jonpas
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* Throw selected throwable.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* unit call ace_advanced_throwing_fnc_throw
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit"];
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TRACE_1("params",_unit);
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// Prime the throwable if it hasn't been cooking already
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// Next to proper simulation this also has to happen before delay for orientation of the throwable to be set
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if (!(_unit getVariable [QGVAR(primed), false])) then {
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[_unit] call FUNC(prime);
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};
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[_unit, "ThrowGrenade"] call EFUNC(common,doGesture);
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// Pass position to reset later because animation may change it in certain stances
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[{
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params ["_unit", "_activeThrowable", "_posThrown", "_throwType", "_throwSpeed", "_dropMode"];
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TRACE_6("delayParams",_unit,_activeThrowable,_posThrown,_throwType,_throwSpeed,_dropMode);
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// Reset position in case animation changed it
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_activeThrowable setPosASL _posThrown;
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// Launch actual throwable
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private _direction = [THROWSTYLE_NORMAL_DIR, THROWSTYLE_HIGH_DIR] select (_throwType == "high" || {_dropMode});
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private _velocity = [_throwSpeed, _throwSpeed / THROWSTYLE_HIGH_VEL_COEF / 1.25] select (_throwType == "high");
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_velocity = [_velocity, THROWSTYLE_DROP_VEL] select _dropMode;
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private _p2 = (eyePos _unit) vectorAdd (AGLToASL (positionCameraToWorld _direction)) vectorDiff (AGLToASL (positionCameraToWorld [0, 0, 0]));
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private _p1 = AGLtoASL (_activeThrowable modelToWorldVisual [0, 0, 0]);
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private _newVelocity = (_p1 vectorFromTo _p2) vectorMultiply _velocity;
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// Adjust for throwing from inside vehicles, where we have a vehicle-based velocity that can't be compensated for by a human
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if (vehicle _unit != _unit) then {
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_newVelocity = _newVelocity vectorAdd (velocity (vehicle _unit));
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};
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// Drop if unit dies during throw process
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if (alive _unit) then {
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_activeThrowable setVelocity _newVelocity;
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};
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_unit setVariable [QGVAR(lastThrownTime), CBA_missionTime];
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// Invoke listenable event
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["ace_throwableThrown", [_unit, _activeThrowable]] call CBA_fnc_localEvent;
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}, [
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_unit,
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_unit getVariable [QGVAR(activeThrowable), objNull],
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getPosASLVisual (_unit getVariable [QGVAR(activeThrowable), objNull]),
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_unit getVariable [QGVAR(throwType), THROW_TYPE_DEFAULT],
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_unit getVariable [QGVAR(throwSpeed), THROW_SPEED_DEFAULT],
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_unit getVariable [QGVAR(dropMode), false]
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], 0.3] call CBA_fnc_waitAndExecute;
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#ifdef DRAW_THROW_PATH
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GVAR(predictedPath) = call FUNC(drawArc); // save the current throw arc
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GVAR(flightPath) = [];
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[_unit getVariable QGVAR(activeThrowable)] spawn {
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params ["_grenade"];
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while {!isNull _grenade} do {
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GVAR(flightPath) pushBack ASLtoAGL getPosASL _grenade;
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sleep 0.05;
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};
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};
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#endif
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// Stop rendering arc and doing rendering magic while throw is happening
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[_unit, "Completed a throw fully"] call FUNC(exitThrowMode);
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