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https://github.com/acemod/ACE3.git
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clean up backblast
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241bcc1e4a
commit
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@ -1,5 +1,5 @@
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/*
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* Author: Commy2 and CAA-Picard
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* Author: commy2 and CAA-Picard
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*
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* Calculate and apply backblast damage to potentially affected local units
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*
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@ -16,52 +16,55 @@
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EXPLODE_4_PVT(_this,_firer,_posASL,_direction,_weapon);
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private ["_backblastAngle","_backblastRange","_backblastDamage"];
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_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Angle") / 2;
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_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Range");
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_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Damage");
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private ["_backblastAngle", "_backblastRange", "_backblastDamage"];
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_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
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_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
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_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
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TRACE_4("Parameters:",_backblastAngle,_backblastRange,_backblastDamage,_weapon);
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private "_pos";
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_pos = _posASL;
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if (!surfaceIsWater _pos) then {
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_pos = ASLtoATL _pos;
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};
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_affected = _pos nearEntities ["CAManBase", _backblastRange];
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{
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_unit = _x;
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if (local _unit && _unit != _firer && vehicle _unit == _unit) then {
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if (local _x && {_x != _firer} && {vehicle _x == _x}) then {
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private ["_targetPositionASL", "_relativePosition", "_axisDistance", "_distance", "_angle", "_line", "_line2"];
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_targetPositionASL = eyePos _unit;
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_targetPositionASL = eyePos _x;
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_relativePosition = _targetPositionASL vectorDiff _posASL;
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_axisDistance = _relativePosition vectorDotProduct _direction;
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_distance = vectorMagnitude _relativePosition;
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_angle = acos (_axisDistance / _distance);
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_line = [_posASL, _targetPositionASL, _firer, _unit];
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_line = [_posASL, _targetPositionASL, _firer, _x];
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_line2 = [_posASL, _targetPositionASL];
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TRACE_4("Affected:",_unit,_axisDistance,_distance,_angle);
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TRACE_4("Affected:",_x,_axisDistance,_distance,_angle);
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if (_angle < _backblastAngle && {_distance < _backblastRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then {
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private ["_alpha", "_beta", "_damage"];
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_alpha = sqrt (1 - _distance / _backblastRange);
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_beta = sqrt (1 - _angle / _backblastAngle);
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_damage = 2 * _alpha * _beta * _backblastDamage;
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// If the target is the ACE_player
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if (_unit == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
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if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
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// TODO: Sort this interaction with medical
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical")) then {
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[_unit, "HitBody", ([_unit, "", ((_unit getHitPointDamage "HitBody") + _damage), objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
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_unit spawn {
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[_x, "HitBody", ([_x, "", (_x getHitPointDamage "HitBody") + _damage, objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
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_x spawn {
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sleep 0.5;
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[_this, "", 0, objNull, objNull] call EFUNC(medical,handleDamage);
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};
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} else {
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_unit setDamage (damage _unit + _damage);
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_x setDamage (damage _x + _damage);
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};
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};
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};
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} forEach _affected;
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} forEach (_pos nearEntities ["CAManBase", _backblastRange]);
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@ -23,27 +23,32 @@ EXPLODE_7_PVT(_this,_firer,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
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// Prevent AI from causing backblast damage
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if !([_firer] call EFUNC(common,isPlayer)) exitWith {};
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private ["_position","_direction","_distance","_alpha","_beta","_damage","_affected"];
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private ["_position", "_direction"];
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_position = getPosASL _projectile;
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_direction = [0, 0, 0] vectorDiff (vectorDir _projectile);
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private ["_backblastAngle","_backblastRange","_backblastDamage"];
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_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Angle") / 2;
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_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Range");
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_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Damage");
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private ["_backblastAngle", "_backblastRange", "_backblastDamage"];
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_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
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_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
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_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
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// Damage to others
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private "_affected";
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_affected = getPos _projectile nearEntities ["CAManBase", _backblastRange];
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// Let each client handle their own affected units
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["backblast", _affected, [_firer,_position,_direction,_weapon]] call EFUNC(common,targetEvent);
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// Let each client handle their own affected units
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["backblast", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent);
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// Damage to the firer
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private "_distance";
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_distance = [_position, _direction, _backblastRange] call FUNC(getDistance);
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TRACE_1("Distance", _distance);
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TRACE_1("Distance",_distance);
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if (_distance < _backblastRange) then {
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private ["_alpha", "_beta", "_damage"];
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_alpha = sqrt (1 - _distance / _backblastRange);
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_beta = sqrt 0.5;
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@ -66,6 +71,7 @@ if (_distance < _backblastRange) then {
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[1,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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private "_ref";
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_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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@ -88,4 +94,4 @@ if (_distance < _backblastRange) then {
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_position vectorAdd (_direction vectorMultiply (_distance 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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#endif
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@ -14,28 +14,32 @@
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*
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* Return value:
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* None
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*///#define DEBUG_MODE_FULL
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*/
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//#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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EXPLODE_7_PVT(_this,_firer,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
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// Prevent AI from causing backblast damage
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if !([gunner _firer] call EFUNC(common,isPlayer)) exitWith {};
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if !([gunner _firer] call EFUNC(common,isPlayer)) exitWith {}; //@todo non-maingun turrets?
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private ["_position", "_direction"];
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private ["_position","_direction","_distance","_alpha","_beta","_damage","_affected"];
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_position = getPosASL _projectile;
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_direction = vectorDir _projectile;
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private ["_dangerZoneAngle","_dangerZoneRange","_dangerZoneDamage"];
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_dangerZoneAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_DangerZone_Angle") / 2;
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_dangerZoneRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_DangerZone_Range");
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_dangerZoneDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_DangerZone_Damage");
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private ["_dangerZoneAngle", "_dangerZoneRange", "_dangerZoneDamage"];
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_dangerZoneAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
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_dangerZoneRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
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_dangerZoneDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
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// Damage to others
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private "_affected";
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_affected = getPos _projectile 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]] call EFUNC(common,targetEvent);
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["overpressure", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent);
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// Draw debug lines
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#ifdef DEBUG_MODE_FULL
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@ -44,6 +48,7 @@ _affected = getPos _projectile nearEntities ["CAManBase", _dangerZoneRange];
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[1,0,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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private "_ref";
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_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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@ -62,4 +67,4 @@ _affected = getPos _projectile nearEntities ["CAManBase", _dangerZoneRange];
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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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#endif
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@ -1,5 +1,5 @@
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/*
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* Author: Commy2 and CAA-Picard
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* Author: commy2 and CAA-Picard
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*
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* Calculate the distance to the first intersection of a line
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*
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@ -13,10 +13,10 @@
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*/
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#include "script_component.hpp"
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private ["_distance", "_interval", "_line", "_line"];
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EXPLODE_3_PVT(_this,_posASL,_direction,_maxDistance);
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private ["_distance", "_interval", "_line", "_intersections"];
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_distance = _maxDistance;
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_interval = _distance;
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_line = [_posASL, []];
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@ -1,5 +1,5 @@
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/*
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* Author: Commy2 and CAA-Picard
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* Author: commy2 and CAA-Picard
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*
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* Calculate and apply overpressure damage to potentially affected local units
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*
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@ -16,50 +16,55 @@
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EXPLODE_4_PVT(_this,_firer,_posASL,_direction,_weapon);
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private ["_dangerZoneAngle","_dangerZoneRange","_dangerZoneDamage"];
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_dangerZoneAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_DangerZone_Angle") / 2;
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_dangerZoneRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_DangerZone_Range");
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_dangerZoneDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_DangerZone_Damage");
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private ["_dangerZoneAngle", "_dangerZoneRange", "_dangerZoneDamage"];
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_dangerZoneAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
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_dangerZoneRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
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_dangerZoneDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
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TRACE_4("Parameters:",_dangerZoneAngle,_dangerZoneRange,_dangerZoneDamage,_weapon);
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private "_pos";
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_pos = _posASL;
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if (!surfaceIsWater _pos) then {
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_pos = ASLtoATL _pos;
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};
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_affected = _pos nearEntities ["CAManBase", _dangerZoneRange];
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{
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_unit = _x;
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if (local _unit && _unit != _firer && vehicle _unit == _unit) then {
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if (local _x && {_x != _firer} && {vehicle _x == _x}) then {
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private ["_targetPositionASL", "_relativePosition", "_axisDistance", "_distance", "_angle", "_line", "_line2"];
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_targetPositionASL = eyePos _unit;
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_targetPositionASL = eyePos _x;
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_relativePosition = _targetPositionASL vectorDiff _posASL;
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_axisDistance = _relativePosition vectorDotProduct _direction;
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_distance = vectorMagnitude _relativePosition;
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_angle = acos (_axisDistance / _distance);
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_line = [_posASL, _targetPositionASL, _firer, _unit];
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_line = [_posASL, _targetPositionASL, _firer, _x];
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_line2 = [_posASL, _targetPositionASL];
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TRACE_4("Affected:",_unit,_axisDistance,_distance,_angle);
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TRACE_4("Affected:",_x,_axisDistance,_distance,_angle);
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if (_angle < _dangerZoneAngle && {_distance < _dangerZoneRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then {
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private ["_alpha", "_beta", "_damage"];
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_alpha = sqrt (1 - _distance / _dangerZoneRange);
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_beta = sqrt (1 - _angle / _dangerZoneAngle);
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_damage = 2 * _alpha * _beta * _dangerZoneDamage;
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// If the target is the ACE_player
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if (_unit == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
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if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
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// @todo: Sort this interaction with medical
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical")) then {
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[_unit, "HitBody", ([_unit, "", ((_unit getHitPointDamage "HitBody") + _damage), objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
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_unit spawn {
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[_x, "HitBody", ([_x, "", ((_x getHitPointDamage "HitBody") + _damage), objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
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_x spawn {
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sleep 0.5;
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[_this, "", 0, objNull, objNull] call EFUNC(medical,handleDamage);
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};
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} else {
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_unit setDamage (damage _unit + _damage);
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_x setDamage (damage _x + _damage);
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};
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};
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};
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} forEach _affected;
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} forEach (_pos nearEntities ["CAManBase", _dangerZoneRange]);
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