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rename backblast to overpressure
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z\ace\addons\backblast
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#include "script_component.hpp"
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["backblast", FUNC(backblastDamage)] call EFUNC(common,addEventHandler);
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#include "\z\ace\addons\backblast\script_component.hpp"
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#define COMPONENT backblast
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#include "\z\ace\Addons\main\script_mod.hpp"
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#ifdef DEBUG_ENABLED_BACKBLAST
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#define DEBUG_MODE_FULL
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#endif
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#ifdef DEBUG_SETTINGS_BACKBLAST
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#define DEBUG_SETTINGS DEBUG_SETTINGS_BACKBLAST
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#endif
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#include "\z\ace\Addons\main\script_macros.hpp"
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1
addons/overpressure/$PBOPREFIX$
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1
addons/overpressure/$PBOPREFIX$
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z\ace\addons\overpressure
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3
addons/overpressure/XEH_postInit.sqf
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3
addons/overpressure/XEH_postInit.sqf
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#include "script_component.hpp"
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["overpressure", FUNC(overpressureDamage)] call EFUNC(common,addEventHandler);
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@ -2,9 +2,9 @@
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ADDON = false;
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ADDON = false;
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PREP(backblastDamage);
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PREP(fireLauncherBackblast);
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PREP(fireLauncherBackblast);
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PREP(fireOverpressureZone);
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PREP(fireOverpressureZone);
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PREP(getDistance);
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PREP(getDistance);
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PREP(overpressureDamage);
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ADDON = true;
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ADDON = true;
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@ -39,7 +39,7 @@ private "_affected";
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_affected = getPos _projectile nearEntities ["CAManBase", _backblastRange];
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_affected = getPos _projectile nearEntities ["CAManBase", _backblastRange];
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// Let each client handle their own affected units
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// Let each client handle their own affected units
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["backblast", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent);
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["overpressure", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent);
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// Damage to the firer
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// Damage to the firer
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private "_distance";
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private "_distance";
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@ -1,5 +1,5 @@
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/*
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/*
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* Author: Commy2 and CAA-Picard
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* Author: commy2 and CAA-Picard
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*
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*
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* Handle fire of local vehicle weapons creating overpressure zones
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* Handle fire of local vehicle weapons creating overpressure zones
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*
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*
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@ -20,7 +20,7 @@
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EXPLODE_7_PVT(_this,_firer,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
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EXPLODE_7_PVT(_this,_firer,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
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// Prevent AI from causing backblast damage
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// Prevent AI from causing overpressure damage
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if !([gunner _firer] call EFUNC(common,isPlayer)) exitWith {}; //@todo non-maingun turrets?
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if !([gunner _firer] call EFUNC(common,isPlayer)) exitWith {}; //@todo non-maingun turrets?
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private ["_position", "_direction"];
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private ["_position", "_direction"];
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@ -39,7 +39,7 @@ private "_affected";
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_affected = getPos _projectile nearEntities ["CAManBase", _dangerZoneRange];
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_affected = getPos _projectile nearEntities ["CAManBase", _dangerZoneRange];
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// Let each client handle their own affected units
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// Let each client handle their own affected units
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["backblast", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent);
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["overpressure", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent);
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// Draw debug lines
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// Draw debug lines
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#ifdef DEBUG_MODE_FULL
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#ifdef DEBUG_MODE_FULL
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@ -16,13 +16,13 @@
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EXPLODE_4_PVT(_this,_firer,_posASL,_direction,_weapon);
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EXPLODE_4_PVT(_this,_firer,_posASL,_direction,_weapon);
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private ["_backblastAngle", "_backblastRange", "_backblastDamage"];
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private ["_overpressureAngle", "_overpressureRange", "_overpressureDamage"];
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_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
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_overpressureAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
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_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
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_overpressureRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
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_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
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_overpressureDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
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TRACE_4("Parameters:",_backblastAngle,_backblastRange,_backblastDamage,_weapon);
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TRACE_4("Parameters:",_overpressureAngle,_overpressureRange,_overpressureDamage,_weapon);
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private "_pos";
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private "_pos";
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_pos = _posASL;
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_pos = _posASL;
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@ -44,13 +44,13 @@ if (!surfaceIsWater _pos) then {
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_line2 = [_posASL, _targetPositionASL];
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_line2 = [_posASL, _targetPositionASL];
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TRACE_4("Affected:",_x,_axisDistance,_distance,_angle);
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TRACE_4("Affected:",_x,_axisDistance,_distance,_angle);
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if (_angle < _backblastAngle && {_distance < _backblastRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then {
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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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private ["_alpha", "_beta", "_damage"];
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_alpha = sqrt (1 - _distance / _backblastRange);
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_alpha = sqrt (1 - _distance / _overpressureRange);
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_beta = sqrt (1 - _angle / _backblastAngle);
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_beta = sqrt (1 - _angle / _overpressureAngle);
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_damage = 2 * _alpha * _beta * _backblastDamage;
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_damage = 2 * _alpha * _beta * _overpressureDamage;
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// If the target is the ACE_player
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// If the target is the ACE_player
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if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
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if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
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@ -67,4 +67,4 @@ if (!surfaceIsWater _pos) then {
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};
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};
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};
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};
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};
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};
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} forEach (_pos nearEntities ["CAManBase", _backblastRange]);
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} forEach (_pos nearEntities ["CAManBase", _overpressureRange]);
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1
addons/overpressure/functions/script_component.hpp
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1
addons/overpressure/functions/script_component.hpp
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#include "\z\ace\addons\overpressure\script_component.hpp"
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12
addons/overpressure/script_component.hpp
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12
addons/overpressure/script_component.hpp
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#define COMPONENT overpressure
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#include "\z\ace\Addons\main\script_mod.hpp"
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#ifdef DEBUG_ENABLED_OVERPRESSURE
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#define DEBUG_MODE_FULL
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#endif
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#ifdef DEBUG_ENABLED_OVERPRESSURE
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#define DEBUG_SETTINGS DEBUG_ENABLED_OVERPRESSURE
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#endif
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#include "\z\ace\Addons\main\script_macros.hpp"
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