added fired EH and moved projectile tracking to be local to projectile

This commit is contained in:
lambdatiger 2024-07-16 21:30:17 -05:00
parent cf1860d162
commit 9df2e5b181
6 changed files with 150 additions and 60 deletions

View File

@ -1,20 +1,18 @@
#include "script_component.hpp"
#ifdef DEBUG_MODE_DRAW
[
"CBA_settingsInitialized",
{
["ace_firedPlayer", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
["ace_firedNonPlayer", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
["ace_firedPlayerVehicle", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
["ace_firedNonPlayerVehicle", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
#ifdef DEBUG_MODE_DRAW
[QGVAR(dev_clearTraces), LINKFUNC(dev_clearTraces)] call CBA_fnc_addEventHandler;
if (!hasInterface) exitWith {};
if (!isServer) then {
["ace_firedPlayer", LINKFUNC(dev_fired)] call CBA_fnc_addEventHandler;
["ace_firedPlayerNonLocal", LINKFUNC(dev_fired)] call CBA_fnc_addEventHandler;
["ace_firedNonPlayer", LINKFUNC(dev_fired)] call CBA_fnc_addEventHandler;
["ace_firedPlayerVehicle", LINKFUNC(dev_fired)] call CBA_fnc_addEventHandler;
["ace_firedPlayerVehicleNonLocal", LINKFUNC(dev_fired)] call CBA_fnc_addEventHandler;
["ace_firedNonPlayerVehicle", LINKFUNC(dev_fired)] call CBA_fnc_addEventHandler;
};
["ace_firedPlayerVehicleNonLocal", LINKFUNC(dev_fired)] call CBA_fnc_addEventHandler;
["ace_firedNonPlayerVehicle", LINKFUNC(dev_fired)] call CBA_fnc_addEventHandler;
GVAR(dev_drawPFEH) = [LINKFUNC(dev_drawTrace), 0] call CBA_fnc_addPerFrameHandler;
[
"ace_interact_menu_newControllableObject",
@ -39,9 +37,9 @@
] call EFUNC(interact_menu,addActionToClass);
}
] call CBA_fnc_addEventHandler;
#endif
}
] call CBA_fnc_addEventHandler;
#endif
#ifdef LOG_FRAG_INFO
[true, true, 30] call FUNC(dev_debugAmmo);

View File

@ -28,7 +28,15 @@ GVAR(dev_drawPFEH) = -1;
#endif
if (isServer) then {
[QEGVAR(common,setShotParents), {(_this#0) setVariable [QGVAR(shotParent), [_this#1, _this#2]]}] call CBA_fnc_addEventHandler;
[
QGVAR(explosionEvent),
{
params ["_posASL", "_velocity", "_ammo", "_shotParents"];
[_posASL, _velocity, _ammo, _shotParents] call FUNC(doFrag);
}
] call CBA_fnc_addEventHandler;
[QGVAR(spallEvent), LINKFUNC(doSpallServer)] call CBA_fnc_addEventHandler;
};
ADDON = true;

View File

@ -1,23 +0,0 @@
#include "..\script_component.hpp"
/*
* Author: Lambda.Tiger
* Add fired rounds to dev track.
*
* Arguments:
* Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* Nothing Useful
*
* Example:
* [clientFiredBIS-XEH] call ace_frag_fnc_fired
*
* Public: No
*/
//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);
if (GVAR(debugOptions) && {_ammo call FUNC(shouldFrag) || {_ammo call FUNC(shouldSpall)}}) then {
[_projectile, true, [side group _unit, side group ACE_player] call BIS_fnc_sideIsFriendly] call FUNC(dev_addRound);
};

View File

@ -1,17 +1,28 @@
#include "..\script_component.hpp"
/*
* Author: Jaynus, NouberNou, Lambda.Tiger,
* This function creates spalling if the hit slowed the projectile speed down enough.
* Author: Jaynus, NouberNou, Lambda.Tiger
* This function runs on every client and determines if a spall event happened.
* It is intended to be called a frame after the projectile has triggered a hit event,
* where information such as the object hit, the projectiles velocity and position on impact
* should be kept and passed to this function.If a spall event should happen, this function
* calculates the spalling parameters and then calls a server event to create the desired spall effect.
*
* Arguments:
* Arguments are the same as BI's "HitPart" EH:
* https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HitPart
* 0: The projectile that may be creating spall <OBJECT>
* 1: The object the projectile hit <OBJECT>
* 2: The 3D position (ASL) of the projectile when it hit the object <ARRAY>
* 3: The velocity of the projectile when it hit the object <ARRAY>
* 4: The normal of the surface of the object hit <ARRAY>
* 5: The class name of the surface, or the bisurf path of the surface hit <STRING>
* 6: The class name of the projectile that may be spalling <STRING>
* 7: The spalling projectile's shot parents <ARRAY>
* 8: The "up" vector of the projectile when it hit the object <ARRAY>
*
* Return Value:
* None
*
* Example:
* [BIS_HITPART_EH_ARGS] call ace_frag_fnc_doSpall
* [_projectile, _hitObject, _lastPosASLProjectile, _lastVelocityProjectile, _surfaceNorm, "a3\data_f\penetration\armour_plate.bisurf", "Sh_125mm_APFSDS", [0, 0, 1]] call ace_frag_fnc_doSpallLocal
*
* Public: No
*/
@ -112,26 +123,12 @@ private _spawnSize = switch (true) do
default {"_spall_huge"};
};
private _spallSpawner = createVehicle [
QUOTE(GLUE(ADDON,_)) + _material + _spawnSize,
ASLToATL _spallPosASL,
[],
0,
"CAN_COLLIDE"
];
_spallSpawner setVectorDirandUp [_lastVelocityNorm, _vectorUp];
_spallSpawner setVelocityModelSpace [0, _speedChange * ACE_FRAG_SPALL_VELOCITY_INHERIT_COEFF, 0];
_spallSpawner setShotParents _shotParents;
#ifdef DEBUG_MODE_FULL
systemChat ("spd: " + str speed _spallSpawner + ", spawner: " + _fragSpawnType + ", spallPow: " + str _spallPower);
#endif
#ifdef DEBUG_MODE_DRAW
_spallSpawner addEventHandler [
"SubmunitionCreated",
{
params ["", "_submunitionProjectile"];
_submunitionProjectile call FUNC(dev_addRound);
}
];
systemChat ("spd: " + str (_speedChange * ACE_FRAG_SPALL_VELOCITY_INHERIT_COEFF) + ", spallPow: " + str _spallPower);
#endif
TRACE_5("Calling event:",QUOTE(GLUE(ADDON,_)) + _material + _spawnSize,_lastVelocityNorm,_vectorUp,_speedChange,_shotParents);
[
FUNC(doSpallServer),
[QUOTE(GLUE(ADDON,_)) + _material + _spawnSize, _lastVelocityNorm, _vectorUp, _speedChange, _shotParents]
] call CBA_fnc_serverEvent;

View File

@ -0,0 +1,45 @@
#include "..\script_component.hpp"
/*
* Author: Jaynus, NouberNou, Lambda.Tiger,
* This function creates the requested spalling submunition spawner at a speed and direction.
* The function is intended to create the spalling on a server via an event call by
* ace_frag_fnc_doSpallLocal. The "local" version determines whether an event has occured
* and triggers this event if it has.
*
* Arguments:
* 0: Class name of the spall spawner <STRING>
* 1: Normalized 3D vector direction of the spall spawner <ARRAY>
* 2: "Up" vector for the projectile, required for the spawner to aim out of the 2D plane <ARRAY>
* 3: The change in velocity that spalling projectile experienced <NUMBER>
* 4: Shot parents array for the projectile that creates spall <ARRAY>
*
* Return Value:
* None
*
* Example:
* [QGVAR(rock_spall_tiny), [1,0,0], [0,0,1], 300, [objNull, ace_player]] call ace_frag_fnc_doSpallServer
*
* Public: No
*/
params ["_spallSpawnerName", "_lastVelocityNorm", "_vectorUp", "_speedChange", "_shotParents"];
private _spallSpawner = createVehicle [
_spallSpawnerName,
ASLToATL _spallPosASL,
[],
0,
"CAN_COLLIDE"
];
_spallSpawner setVectorDirandUp [_lastVelocityNorm, _vectorUp];
_spallSpawner setVelocityModelSpace [0, _speedChange * ACE_FRAG_SPALL_VELOCITY_INHERIT_COEFF, 0];
_spallSpawner setShotParents _shotParents;
#ifdef DEBUG_MODE_DRAW
_spallSpawner addEventHandler [
"SubmunitionCreated",
{
params ["", "_submunitionProjectile"];
_submunitionProjectile call FUNC(dev_addRound);
}
];
#endif

View File

@ -0,0 +1,65 @@
#include "..\script_component.hpp"
/*
* Author: Lambda.Tiger
* Add eventhandlers to rounds as needed
*
* Arguments:
* Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* Nothing Useful
*
* Example:
* [clientFiredBIS-XEH] call ace_frag_fnc_fired
*
* Public: No
*/
//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);
if (_ammo isEqualTo "" || {isNull _projectile} ||
{_projectile getVariable [QGVAR(blacklisted), false]}) exitWith {
TRACE_2("bad ammo or projectile, or blackList",_ammo,_projectile);
};
#ifdef DEBUG_MODE_DRAW
if (GVAR(debugOptions) && {true in (_ammo call FUNC(shouldFrag)) || {_ammo call FUNC(shouldSpall)}}) then {
[_projectile, "red", true] call FUNC(dev_trackObj);
};
#endif
if (GVAR(spallEnabled) && {_ammo call FUNC(shouldSpall)}) then {
_projectile addEventHandler [
"HitPart",
{
params ["_projectile", "_hitObject", "", "_posASL", "_velocity", "_surfNorm", "", "", "_surfType"];
if (_projectile getVariable [QGVAR(blacklisted), false]) exitWith {
TRACE_2("projectile blackisted",typeOf _projectile,_projectile);
};
// starting v2.18 it may be faster to use the instigator parameter, the same as the second entry shotParents, to recreate _shotParent
// The "explode" EH does not get the same parameter
private _shotParent = getShotParents _projectile;
private _ammo = typeOf _projectile;
private _vectorUp = vectorUp _projectile;
/*
* Wait a frame to see what happens to the round, may result in
* multiple hits / slowdowns getting shunted to the first hit
*/
[
FUNC(doSpallLocal),
[_projectile, _hitObject, _posASL, _velocity, _surfNorm, _surfType, _ammo, _shotParent, _vectorUp]
] call CBA_fnc_execNextFrame;
}
];
};
if !(GVAR(reflectionsEnabled) || GVAR(enabled)) exitWith {
TRACE_1("initExit No frag/reflections",_ammo);
};
[_projectile, _ammo] call FUNC(roundInitFrag);
TRACE_1("initExit",_ammo);