rename backblast to overpressure

This commit is contained in:
commy2 2015-02-15 18:11:50 +01:00
parent f3aa0e58aa
commit 2252f82de7
17 changed files with 32 additions and 32 deletions

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@ -1 +0,0 @@
z\ace\addons\backblast

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#include "script_component.hpp"
["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
#include "\z\ace\Addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_BACKBLAST
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_BACKBLAST
#define DEBUG_SETTINGS DEBUG_SETTINGS_BACKBLAST
#endif
#include "\z\ace\Addons\main\script_macros.hpp"

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z\ace\addons\overpressure

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#include "script_component.hpp"
["overpressure", FUNC(overpressureDamage)] call EFUNC(common,addEventHandler);

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@ -2,9 +2,9 @@
ADDON = false; ADDON = false;
PREP(backblastDamage);
PREP(fireLauncherBackblast); PREP(fireLauncherBackblast);
PREP(fireOverpressureZone); PREP(fireOverpressureZone);
PREP(getDistance); PREP(getDistance);
PREP(overpressureDamage);
ADDON = true; ADDON = true;

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@ -39,7 +39,7 @@ private "_affected";
_affected = getPos _projectile nearEntities ["CAManBase", _backblastRange]; _affected = getPos _projectile nearEntities ["CAManBase", _backblastRange];
// Let each client handle their own affected units // Let each client handle their own affected units
["backblast", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent); ["overpressure", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent);
// Damage to the firer // Damage to the firer
private "_distance"; private "_distance";

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@ -1,5 +1,5 @@
/* /*
* Author: Commy2 and CAA-Picard * Author: commy2 and CAA-Picard
* *
* Handle fire of local vehicle weapons creating overpressure zones * Handle fire of local vehicle weapons creating overpressure zones
* *
@ -20,7 +20,7 @@
EXPLODE_7_PVT(_this,_firer,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile); EXPLODE_7_PVT(_this,_firer,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
// Prevent AI from causing backblast damage // Prevent AI from causing overpressure damage
if !([gunner _firer] call EFUNC(common,isPlayer)) exitWith {}; //@todo non-maingun turrets? if !([gunner _firer] call EFUNC(common,isPlayer)) exitWith {}; //@todo non-maingun turrets?
private ["_position", "_direction"]; private ["_position", "_direction"];
@ -39,7 +39,7 @@ private "_affected";
_affected = getPos _projectile nearEntities ["CAManBase", _dangerZoneRange]; _affected = getPos _projectile nearEntities ["CAManBase", _dangerZoneRange];
// Let each client handle their own affected units // Let each client handle their own affected units
["backblast", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent); ["overpressure", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent);
// Draw debug lines // Draw debug lines
#ifdef DEBUG_MODE_FULL #ifdef DEBUG_MODE_FULL

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@ -16,13 +16,13 @@
EXPLODE_4_PVT(_this,_firer,_posASL,_direction,_weapon); EXPLODE_4_PVT(_this,_firer,_posASL,_direction,_weapon);
private ["_backblastAngle", "_backblastRange", "_backblastDamage"]; private ["_overpressureAngle", "_overpressureRange", "_overpressureDamage"];
_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2; _overpressureAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range)); _overpressureRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage)); _overpressureDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
TRACE_4("Parameters:",_backblastAngle,_backblastRange,_backblastDamage,_weapon); TRACE_4("Parameters:",_overpressureAngle,_overpressureRange,_overpressureDamage,_weapon);
private "_pos"; private "_pos";
_pos = _posASL; _pos = _posASL;
@ -44,13 +44,13 @@ if (!surfaceIsWater _pos) then {
_line2 = [_posASL, _targetPositionASL]; _line2 = [_posASL, _targetPositionASL];
TRACE_4("Affected:",_x,_axisDistance,_distance,_angle); TRACE_4("Affected:",_x,_axisDistance,_distance,_angle);
if (_angle < _backblastAngle && {_distance < _backblastRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then { if (_angle < _overpressureAngle && {_distance < _overpressureRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then {
private ["_alpha", "_beta", "_damage"]; private ["_alpha", "_beta", "_damage"];
_alpha = sqrt (1 - _distance / _backblastRange); _alpha = sqrt (1 - _distance / _overpressureRange);
_beta = sqrt (1 - _angle / _backblastAngle); _beta = sqrt (1 - _angle / _overpressureAngle);
_damage = 2 * _alpha * _beta * _backblastDamage; _damage = 2 * _alpha * _beta * _overpressureDamage;
// If the target is the ACE_player // If the target is the ACE_player
if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect}; if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
@ -67,4 +67,4 @@ if (!surfaceIsWater _pos) then {
}; };
}; };
}; };
} forEach (_pos nearEntities ["CAManBase", _backblastRange]); } forEach (_pos nearEntities ["CAManBase", _overpressureRange]);

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#include "\z\ace\addons\overpressure\script_component.hpp"

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#define COMPONENT overpressure
#include "\z\ace\Addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_OVERPRESSURE
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_ENABLED_OVERPRESSURE
#define DEBUG_SETTINGS DEBUG_ENABLED_OVERPRESSURE
#endif
#include "\z\ace\Addons\main\script_macros.hpp"