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Reduce or eliminate backblast cause by terrain depending on relative slope. Fix #294
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@ -15,15 +15,18 @@
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EXPLODE_3_PVT(_this,_posASL,_direction,_maxDistance);
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private ["_distance", "_interval", "_line", "_intersections"];
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private ["_distance", "_interval", "_line", "_intersections", "_terrainIntersect", "_lastTerrainIntersect"];
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_distance = _maxDistance;
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_interval = _distance;
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_line = [_posASL, []];
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_terrainIntersect = false;
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_lastTerrainIntersect = false;
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while {
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_interval > 0.1
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} do {
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_lastTerrainIntersect = _terrainIntersect;
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_interval = _interval / 2;
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_line set [1, _posASL vectorAdd (_direction vectorMultiply _distance)];
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@ -32,9 +35,32 @@ while {
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_x isKindOf "Static" || {_x isKindOf "AllVehicles"}
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} count (lineIntersectsWith _line);
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_distance = _distance + ([1, -1] select (_intersections > 0 || {terrainIntersectASL _line})) * _interval;
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_terrainIntersect = if (_intersections > 0) then {
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false
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} else {
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terrainIntersectASL _line
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};
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_distance = _distance + ([1, -1] select (_intersections > 0 || _terrainIntersect)) * _interval;
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if (_distance > _maxDistance) exitWith {_distance = 999};
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};
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if (_distance > _maxDistance) exitWith {_distance};
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// If the intersection was with the terrain, check slope
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if (_terrainIntersect || _lastTerrainIntersect) exitWith {
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private ["_slope","_angle"];
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_slope = surfaceNormal (_posASL vectorAdd (_direction vectorMultiply _distance));
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// Calculate the angle between the terrain and the back blast direction
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_angle = 90 - acos (- (_slope vectorDotProduct _direction));
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//systemChat format ["Angle: %1", _angle];
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// Angles is below 25º, no backblast at all
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if (_angle < 25) exitWith {_distance = 999};
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// Angles is below 45º the distance is increased according to the difference
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if (_angle < 45) exitWith {_distance = _distance * (5 - 4 * sqrt ((_angle - 25)/20))};
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// Angles above 45º create full backblast
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};
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_distance
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