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Apply the ufeh to ACE_Overpressure
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parent
5aa763f0c6
commit
69dea087ca
@ -10,42 +10,3 @@ class Extended_PostInit_EventHandlers {
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init = QUOTE(call COMPILE_FILE(XEH_postInit));
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};
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};
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class Extended_FiredBIS_EventHandlers {
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class CAManBase {
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class ADDON {
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clientFiredBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHBB);};);
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};
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};
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class Tank {
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class ADDON {
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firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};);
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};
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};
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class Car {
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class ADDON {
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firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};);
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};
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};
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class Helicopter {
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class ADDON {
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firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};);
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};
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};
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class Plane {
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class ADDON {
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firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};);
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};
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};
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class Ship_F {
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class ADDON {
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firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};);
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};
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};
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class StaticWeapon {
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class ADDON {
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firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};);
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};
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};
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};
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@ -1,3 +1,7 @@
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#include "script_component.hpp"
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["overpressure", FUNC(overpressureDamage)] call EFUNC(common,addEventHandler);
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// Register fire event handler
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["firedPlayer", DFUNC(firedEHBB)] call EFUNC(common,addEventHandler);
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["firedPlayerVehicle", DFUNC(firedEHOP)] call EFUNC(common,addEventHandler);
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@ -2,8 +2,6 @@
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ADDON = false;
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PREP(fireLauncherBackblast);
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PREP(fireOverpressureZone);
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PREP(getDistance);
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PREP(overpressureDamage);
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PREP(cacheOverPressureValues);
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@ -1,95 +0,0 @@
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/*
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* Author: commy2 and esteldunedain
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* Handle fire of local launchers
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* Called from firedEHBB, only for ace_player with shot that will cause damage
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*
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* Arguments:
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* 0: Unit that fired <OBJECT>
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* 1: Weapon fired <STRING>
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* 2: Muzzle <STRING>
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* 3: Mode <STRING>
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* 4: Ammo <STRING>
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* 5: Magazine <STRING>
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* 6: Projectile <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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* [player, "launch_RPG32_F", "launch_RPG32_F", "Single", "R_PG32V_F", "RPG32_F", projectile] call ace_overpressure_fnc_fireLauncherBackblast;
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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 ["_firer", "_weapon", "_muzzle", "", "_ammo", "_magazine", "_projectile"];
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TRACE_6("params",_firer,_weapon,_muzzle,_ammo,_magazine,_projectile);
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private _position = getPosASL _projectile;
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private _direction = [0, 0, 0] vectorDiff (vectorDir _projectile);
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// Bake variable name and check if the variable exists, call the caching function otherwise
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private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
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private _var = if (isNil _varName) then {
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[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
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} else {
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missionNameSpace getVariable _varName;
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};
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_var params["_backblastAngle","_backblastRange","_backblastDamage"];
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TRACE_3("cache",_backblastAngle,_backblastRange,_backblastDamage);
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// Damage to others
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private _affected = (ASLtoAGL _position) nearEntities ["CAManBase", _backblastRange];
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// Let each client handle their own affected units
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["overpressure", _affected, [_firer, _position, _direction, _weapon, _magazine, _ammo]] call EFUNC(common,targetEvent);
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// Damage to the firer
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private _distance = 2 * ([_position, _direction, _backblastRange, _firer] call FUNC(getDistance));
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TRACE_1("Distance",_distance);
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if (_distance < _backblastRange) then {
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private _alpha = sqrt (1 - _distance / _backblastRange);
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private _beta = sqrt 0.5;
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private _damage = _alpha * _beta * _backblastDamage;
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[_damage * 100] call BIS_fnc_bloodEffect;
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_firer] call EFUNC(medical,hasMedicalEnabled))}) then {
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[_firer, _damage, "body", "backblast"] call EFUNC(medical,addDamageToUnit);
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} else {
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_firer setDamage (damage _firer + _damage);
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};
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};
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// Draw debug lines
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#ifdef DEBUG_MODE_FULL
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[ _position,
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_position vectorAdd (_direction vectorMultiply _backblastRange),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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private _ref = _direction call EFUNC(common,createOrthonormalReference);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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[ _position,
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_position vectorAdd (_direction vectorMultiply ((_distance/2) min _backblastRange)),
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[1,0,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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#endif
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@ -1,75 +0,0 @@
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/*
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* Author: commy2 and esteldunedain
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* Handle fire of local vehicle weapons creating overpressure zones
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* Called from firedEHOP, only for local vehicles
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*
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* Arguments:
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* 0: Vehicle that fired <OBJECT>
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* 1: Weapon fired <STRING>
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* 2: Muzzle <STRING>
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* 3: Mode <STRING>
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* 4: Ammo <STRING>
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* 5: Magazine <STRING>
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* 6: Projectile <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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* [tank, "cannon_125mm", "cannon_125mm", "player", "Sh_125mm_APFSDS_T_Green", "24Rnd_125mm_APFSDS_T_Green", projectile] call ace_overpressure_fnc_fireOverpressureZone
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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 ["_firer", "_weapon", "_muzzle", "", "_ammo", "_magazine", "_projectile"];
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TRACE_6("params",_firer,_weapon,_muzzle,_ammo,_magazine,_projectile);
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// Prevent AI from causing overpressure damage (NOTE: Vehicle is local, but turret gunner may not be)
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if !([gunner _firer] call EFUNC(common,isPlayer)) exitWith {};
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private _position = getPosASL _projectile;
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private _direction = vectorDir _projectile;
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// Bake variable name and check if the variable exists, call the caching function otherwise
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private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
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private _var = if (isNil _varName) then {
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[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
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} else {
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missionNameSpace getVariable _varName;
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};
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_var params["_dangerZoneAngle","_dangerZoneRange","_dangerZoneDamage"];
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TRACE_3("cache",_dangerZoneAngle,_dangerZoneRange,_dangerZoneDamage);
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// Damage to others
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private _affected = (ASLtoAGL _position) nearEntities ["CAManBase", _dangerZoneRange];
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// Let each client handle their own affected units
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["overpressure", _affected, [_firer, _position, _direction, _weapon, _magazine, _ammo]] call EFUNC(common,targetEvent);
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// Draw debug lines
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#ifdef DEBUG_MODE_FULL
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[ _position,
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_position vectorAdd (_direction vectorMultiply _dangerZoneRange),
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[1,0,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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private _ref = _direction call EFUNC(common,createOrthonormalReference);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorAdd ((_ref select 1) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorDiff ((_ref select 1) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorAdd ((_ref select 2) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorDiff ((_ref select 2) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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#endif
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@ -1,39 +1,90 @@
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/*
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* Author: joko // Jonas
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* Handle fire of local launchers
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* Handle fire of local launchers. Called from the unified fired EH only for the local player.
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*
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* Arguments:
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* 0: Unit that fired <OBJECT>
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* 1: Weapon fired <STRING>
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* 2: Muzzle <STRING>
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* 3: Mode <STRING>
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* 4: Ammo <STRING>
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* 5: Magazine <STRING>
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* 6: Projectile <OBJECT>
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* None. Parameters inherited from EFUNC(common,firedEH)
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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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* Example:
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* [player, "launch_RPG32_F", "launch_RPG32_F", "Single", "R_PG32V_F", "RPG32_F", projectile] call ace_overpressure_fnc_firedEHBB;
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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 ["_firer", "_weapon", "", "", "_ammo", "_magazine", ""];
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// Prevent AI from causing backblast damage (fast exit to only run for local players)
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if (_firer != ACE_player) exitWith {};
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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
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TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
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// Bake variable name and check if the variable exists, call the caching function otherwise
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private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
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private _damage = if (isNil _varName) then {
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([_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues)) select 2;
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private _var = if (isNil _varName) then {
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[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
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} else {
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(missionNameSpace getVariable _varName) select 2;
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missionNameSpace getVariable _varName;
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};
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_var params["_backblastAngle","_backblastRange","_backblastDamage"];
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TRACE_3("cache",_backblastAngle,_backblastRange,_backblastDamage);
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if (_backblastDamage <= 0) exitWith {};
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private _position = getPosASL _projectile;
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private _direction = [0, 0, 0] vectorDiff (vectorDir _projectile);
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// Damage to others
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private _affected = (ASLtoAGL _position) nearEntities ["CAManBase", _backblastRange];
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// Let each client handle their own affected units
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["overpressure", _affected, [_unit, _position, _direction, _weapon, _magazine, _ammo]] call EFUNC(common,targetEvent);
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// Damage to the firer
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private _distance = 2 * ([_position, _direction, _backblastRange, _unit] call FUNC(getDistance));
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TRACE_1("Distance",_distance);
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if (_distance < _backblastRange) then {
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private _alpha = sqrt (1 - _distance / _backblastRange);
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private _beta = sqrt 0.5;
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private _damage = _alpha * _beta * _backblastDamage;
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[_damage * 100] call BIS_fnc_bloodEffect;
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_unit] call EFUNC(medical,hasMedicalEnabled))}) then {
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[_unit, _damage, "body", "backblast"] call EFUNC(medical,addDamageToUnit);
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} else {
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_unit setDamage (damage _unit + _damage);
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};
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};
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if (_damage > 0) then {
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_this call DFUNC(fireLauncherBackblast)
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};
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// Draw debug lines
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#ifdef DEBUG_MODE_FULL
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[ _position,
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_position vectorAdd (_direction vectorMultiply _backblastRange),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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private _ref = _direction call EFUNC(common,createOrthonormalReference);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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[ _position,
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_position vectorAdd (_direction vectorMultiply ((_distance/2) min _backblastRange)),
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[1,0,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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#endif
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@ -1,15 +1,9 @@
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/*
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* Author: joko // Jonas
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* Handle fire of Vehicle Weapons
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* Handle fire of Vehicle Weapons. Called from the unified fired EH only for the local player vehicle.
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*
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* Arguments:
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* 0: Vehicle that fired (XEH will filter only local) <OBJECT>
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* 1: Weapon fired <STRING>
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* 2: Muzzle <STRING>
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* 3: Mode <STRING>
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* 4: Ammo <STRING>
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* 5: Magazine <STRING>
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* 6: Projectile <OBJECT>
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* None. Parameters inherited from EFUNC(common,firedEH)
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*
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* Return value:
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* None
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@ -21,16 +15,56 @@
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*/
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#include "script_component.hpp"
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params ["", "_weapon", "", "", "_ammo", "_magazine", ""];
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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
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TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
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// Bake variable name and check if the variable exists, call the caching function otherwise
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private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
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private _damage = if (isNil _varName) then {
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([_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues)) select 2;
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private _var = if (isNil _varName) then {
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[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
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} else {
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(missionNameSpace getVariable _varName) select 2;
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missionNameSpace getVariable _varName;
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};
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_var params["_dangerZoneAngle","_dangerZoneRange","_dangerZoneDamage"];
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TRACE_3("cache",_dangerZoneAngle,_dangerZoneRange,_dangerZoneDamage);
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if (_damage > 0) then {
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_this call DFUNC(fireOverpressureZone)
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};
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if (_dangerZoneDamage <= 0) exitWith {};
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// The weapon produces overpressure, calculate
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private _position = getPosASL _projectile;
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private _direction = vectorDir _projectile;
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// Damage to others
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private _affected = (ASLtoAGL _position) nearEntities ["CAManBase", _dangerZoneRange];
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// Let each client handle their own affected units
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["overpressure", _affected, [_unit, _position, _direction, _weapon, _magazine, _ammo]] call EFUNC(common,targetEvent);
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// Draw debug lines
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#ifdef DEBUG_MODE_FULL
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[ _position,
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_position vectorAdd (_direction vectorMultiply _dangerZoneRange),
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[1,0,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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private _ref = _direction call EFUNC(common,createOrthonormalReference);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorAdd ((_ref select 1) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorDiff ((_ref select 1) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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[ _position,
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_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorAdd ((_ref select 2) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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||||
[ _position,
|
||||
_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorDiff ((_ref select 2) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
|
||||
[1,1,0,1]
|
||||
] call EFUNC(common,addLineToDebugDraw);
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user