Apply the ufeh to ACE_Overpressure

This commit is contained in:
esteldunedain 2016-02-06 18:17:27 -03:00
parent 5aa763f0c6
commit 69dea087ca
7 changed files with 123 additions and 245 deletions

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@ -10,42 +10,3 @@ class Extended_PostInit_EventHandlers {
init = QUOTE(call COMPILE_FILE(XEH_postInit));
};
};
class Extended_FiredBIS_EventHandlers {
class CAManBase {
class ADDON {
clientFiredBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHBB);};);
};
};
class Tank {
class ADDON {
firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};);
};
};
class Car {
class ADDON {
firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};);
};
};
class Helicopter {
class ADDON {
firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};);
};
};
class Plane {
class ADDON {
firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};);
};
};
class Ship_F {
class ADDON {
firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};);
};
};
class StaticWeapon {
class ADDON {
firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHOP);};);
};
};
};

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@ -1,3 +1,7 @@
#include "script_component.hpp"
["overpressure", FUNC(overpressureDamage)] call EFUNC(common,addEventHandler);
// Register fire event handler
["firedPlayer", DFUNC(firedEHBB)] call EFUNC(common,addEventHandler);
["firedPlayerVehicle", DFUNC(firedEHOP)] call EFUNC(common,addEventHandler);

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@ -2,8 +2,6 @@
ADDON = false;
PREP(fireLauncherBackblast);
PREP(fireOverpressureZone);
PREP(getDistance);
PREP(overpressureDamage);
PREP(cacheOverPressureValues);

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@ -1,95 +0,0 @@
/*
* Author: commy2 and esteldunedain
* Handle fire of local launchers
* Called from firedEHBB, only for ace_player with shot that will cause damage
*
* Arguments:
* 0: Unit that fired <OBJECT>
* 1: Weapon fired <STRING>
* 2: Muzzle <STRING>
* 3: Mode <STRING>
* 4: Ammo <STRING>
* 5: Magazine <STRING>
* 6: Projectile <OBJECT>
*
* Return value:
* None
*
* Example:
* [player, "launch_RPG32_F", "launch_RPG32_F", "Single", "R_PG32V_F", "RPG32_F", projectile] call ace_overpressure_fnc_fireLauncherBackblast;
*
* Public: No
*/
#include "script_component.hpp"
params ["_firer", "_weapon", "_muzzle", "", "_ammo", "_magazine", "_projectile"];
TRACE_6("params",_firer,_weapon,_muzzle,_ammo,_magazine,_projectile);
private _position = getPosASL _projectile;
private _direction = [0, 0, 0] vectorDiff (vectorDir _projectile);
// Bake variable name and check if the variable exists, call the caching function otherwise
private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
private _var = if (isNil _varName) then {
[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
} else {
missionNameSpace getVariable _varName;
};
_var params["_backblastAngle","_backblastRange","_backblastDamage"];
TRACE_3("cache",_backblastAngle,_backblastRange,_backblastDamage);
// Damage to others
private _affected = (ASLtoAGL _position) nearEntities ["CAManBase", _backblastRange];
// Let each client handle their own affected units
["overpressure", _affected, [_firer, _position, _direction, _weapon, _magazine, _ammo]] call EFUNC(common,targetEvent);
// Damage to the firer
private _distance = 2 * ([_position, _direction, _backblastRange, _firer] call FUNC(getDistance));
TRACE_1("Distance",_distance);
if (_distance < _backblastRange) then {
private _alpha = sqrt (1 - _distance / _backblastRange);
private _beta = sqrt 0.5;
private _damage = _alpha * _beta * _backblastDamage;
[_damage * 100] call BIS_fnc_bloodEffect;
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_firer] call EFUNC(medical,hasMedicalEnabled))}) then {
[_firer, _damage, "body", "backblast"] call EFUNC(medical,addDamageToUnit);
} else {
_firer setDamage (damage _firer + _damage);
};
};
// Draw debug lines
#ifdef DEBUG_MODE_FULL
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
private _ref = _direction call EFUNC(common,createOrthonormalReference);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply ((_distance/2) min _backblastRange)),
[1,0,0,1]
] call EFUNC(common,addLineToDebugDraw);
#endif

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@ -1,75 +0,0 @@
/*
* Author: commy2 and esteldunedain
* Handle fire of local vehicle weapons creating overpressure zones
* Called from firedEHOP, only for local vehicles
*
* Arguments:
* 0: Vehicle that fired <OBJECT>
* 1: Weapon fired <STRING>
* 2: Muzzle <STRING>
* 3: Mode <STRING>
* 4: Ammo <STRING>
* 5: Magazine <STRING>
* 6: Projectile <OBJECT>
*
* Return value:
* None
*
* Example:
* [tank, "cannon_125mm", "cannon_125mm", "player", "Sh_125mm_APFSDS_T_Green", "24Rnd_125mm_APFSDS_T_Green", projectile] call ace_overpressure_fnc_fireOverpressureZone
*
* Public: No
*/
#include "script_component.hpp"
params ["_firer", "_weapon", "_muzzle", "", "_ammo", "_magazine", "_projectile"];
TRACE_6("params",_firer,_weapon,_muzzle,_ammo,_magazine,_projectile);
// Prevent AI from causing overpressure damage (NOTE: Vehicle is local, but turret gunner may not be)
if !([gunner _firer] call EFUNC(common,isPlayer)) exitWith {};
private _position = getPosASL _projectile;
private _direction = vectorDir _projectile;
// Bake variable name and check if the variable exists, call the caching function otherwise
private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
private _var = if (isNil _varName) then {
[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
} else {
missionNameSpace getVariable _varName;
};
_var params["_dangerZoneAngle","_dangerZoneRange","_dangerZoneDamage"];
TRACE_3("cache",_dangerZoneAngle,_dangerZoneRange,_dangerZoneDamage);
// Damage to others
private _affected = (ASLtoAGL _position) nearEntities ["CAManBase", _dangerZoneRange];
// Let each client handle their own affected units
["overpressure", _affected, [_firer, _position, _direction, _weapon, _magazine, _ammo]] call EFUNC(common,targetEvent);
// Draw debug lines
#ifdef DEBUG_MODE_FULL
[ _position,
_position vectorAdd (_direction vectorMultiply _dangerZoneRange),
[1,0,0,1]
] call EFUNC(common,addLineToDebugDraw);
private _ref = _direction call EFUNC(common,createOrthonormalReference);
[ _position,
_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorAdd ((_ref select 1) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorDiff ((_ref select 1) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorAdd ((_ref select 2) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorDiff ((_ref select 2) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
#endif

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@ -1,39 +1,90 @@
/*
* Author: joko // Jonas
* Handle fire of local launchers
* Handle fire of local launchers. Called from the unified fired EH only for the local player.
*
* Arguments:
* 0: Unit that fired <OBJECT>
* 1: Weapon fired <STRING>
* 2: Muzzle <STRING>
* 3: Mode <STRING>
* 4: Ammo <STRING>
* 5: Magazine <STRING>
* 6: Projectile <OBJECT>
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return value:
* None
*
* Example:
* Example:
* [player, "launch_RPG32_F", "launch_RPG32_F", "Single", "R_PG32V_F", "RPG32_F", projectile] call ace_overpressure_fnc_firedEHBB;
*
* Public: No
*/
#include "script_component.hpp"
params ["_firer", "_weapon", "", "", "_ammo", "_magazine", ""];
// Prevent AI from causing backblast damage (fast exit to only run for local players)
if (_firer != ACE_player) exitWith {};
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
// Bake variable name and check if the variable exists, call the caching function otherwise
private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
private _damage = if (isNil _varName) then {
([_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues)) select 2;
private _var = if (isNil _varName) then {
[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
} else {
(missionNameSpace getVariable _varName) select 2;
missionNameSpace getVariable _varName;
};
_var params["_backblastAngle","_backblastRange","_backblastDamage"];
TRACE_3("cache",_backblastAngle,_backblastRange,_backblastDamage);
if (_backblastDamage <= 0) exitWith {};
private _position = getPosASL _projectile;
private _direction = [0, 0, 0] vectorDiff (vectorDir _projectile);
// Damage to others
private _affected = (ASLtoAGL _position) nearEntities ["CAManBase", _backblastRange];
// Let each client handle their own affected units
["overpressure", _affected, [_unit, _position, _direction, _weapon, _magazine, _ammo]] call EFUNC(common,targetEvent);
// Damage to the firer
private _distance = 2 * ([_position, _direction, _backblastRange, _unit] call FUNC(getDistance));
TRACE_1("Distance",_distance);
if (_distance < _backblastRange) then {
private _alpha = sqrt (1 - _distance / _backblastRange);
private _beta = sqrt 0.5;
private _damage = _alpha * _beta * _backblastDamage;
[_damage * 100] call BIS_fnc_bloodEffect;
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_unit] call EFUNC(medical,hasMedicalEnabled))}) then {
[_unit, _damage, "body", "backblast"] call EFUNC(medical,addDamageToUnit);
} else {
_unit setDamage (damage _unit + _damage);
};
};
if (_damage > 0) then {
_this call DFUNC(fireLauncherBackblast)
};
// Draw debug lines
#ifdef DEBUG_MODE_FULL
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
private _ref = _direction call EFUNC(common,createOrthonormalReference);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply ((_distance/2) min _backblastRange)),
[1,0,0,1]
] call EFUNC(common,addLineToDebugDraw);
#endif

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@ -1,15 +1,9 @@
/*
* Author: joko // Jonas
* Handle fire of Vehicle Weapons
* Handle fire of Vehicle Weapons. Called from the unified fired EH only for the local player vehicle.
*
* Arguments:
* 0: Vehicle that fired (XEH will filter only local) <OBJECT>
* 1: Weapon fired <STRING>
* 2: Muzzle <STRING>
* 3: Mode <STRING>
* 4: Ammo <STRING>
* 5: Magazine <STRING>
* 6: Projectile <OBJECT>
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return value:
* None
@ -21,16 +15,56 @@
*/
#include "script_component.hpp"
params ["", "_weapon", "", "", "_ammo", "_magazine", ""];
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
// Bake variable name and check if the variable exists, call the caching function otherwise
private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
private _damage = if (isNil _varName) then {
([_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues)) select 2;
private _var = if (isNil _varName) then {
[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
} else {
(missionNameSpace getVariable _varName) select 2;
missionNameSpace getVariable _varName;
};
_var params["_dangerZoneAngle","_dangerZoneRange","_dangerZoneDamage"];
TRACE_3("cache",_dangerZoneAngle,_dangerZoneRange,_dangerZoneDamage);
if (_damage > 0) then {
_this call DFUNC(fireOverpressureZone)
};
if (_dangerZoneDamage <= 0) exitWith {};
// The weapon produces overpressure, calculate
private _position = getPosASL _projectile;
private _direction = vectorDir _projectile;
// Damage to others
private _affected = (ASLtoAGL _position) nearEntities ["CAManBase", _dangerZoneRange];
// Let each client handle their own affected units
["overpressure", _affected, [_unit, _position, _direction, _weapon, _magazine, _ammo]] call EFUNC(common,targetEvent);
// Draw debug lines
#ifdef DEBUG_MODE_FULL
[ _position,
_position vectorAdd (_direction vectorMultiply _dangerZoneRange),
[1,0,0,1]
] call EFUNC(common,addLineToDebugDraw);
private _ref = _direction call EFUNC(common,createOrthonormalReference);
[ _position,
_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorAdd ((_ref select 1) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorDiff ((_ref select 1) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorAdd ((_ref select 2) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorDiff ((_ref select 2) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
#endif