clean up backblast

This commit is contained in:
commy2 2015-02-15 17:55:20 +01:00
parent 3f98d1485e
commit f3aa0e58aa
5 changed files with 7 additions and 79 deletions

View File

@ -36,14 +36,14 @@ class CfgWeapons {
class CannonCore;
class cannon_120mm: CannonCore {
ACE_DangerZone_Angle = 90;
ACE_DangerZone_Range = 50;
ACE_DangerZone_Damage = 0.85;
GVAR(angle) = 90;
GVAR(range) = 50;
GVAR(damage) = 0.85;
};
class mortar_155mm_AMOS: CannonCore {
ACE_DangerZone_Angle = 90;
ACE_DangerZone_Range = 60;
ACE_DangerZone_Damage = 1;
GVAR(angle) = 90;
GVAR(range) = 60;
GVAR(damage) = 1;
};
};

View File

@ -1,4 +1,3 @@
#include "script_component.hpp"
["backblast", FUNC(backblastDamage)] call EFUNC(common,addEventHandler);
["overpressure", FUNC(overpressureDamage)] call EFUNC(common,addEventHandler);

View File

@ -6,6 +6,5 @@ PREP(backblastDamage);
PREP(fireLauncherBackblast);
PREP(fireOverpressureZone);
PREP(getDistance);
PREP(overpressureDamage);
ADDON = true;

View File

@ -39,7 +39,7 @@ private "_affected";
_affected = getPos _projectile nearEntities ["CAManBase", _dangerZoneRange];
// Let each client handle their own affected units
["overpressure", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent);
["backblast", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent);
// Draw debug lines
#ifdef DEBUG_MODE_FULL

View File

@ -1,70 +0,0 @@
/*
* Author: commy2 and CAA-Picard
*
* Calculate and apply overpressure damage to potentially affected local units
*
* Argument:
* 0: Unit that fired (Object)
* 1: Pos ASL of the projectile (Array)
* 2: Direction of the projectile (Array)
* 3: Weapon fired (String)
*
* Return value:
* None
*/
#include "script_component.hpp"
EXPLODE_4_PVT(_this,_firer,_posASL,_direction,_weapon);
private ["_dangerZoneAngle", "_dangerZoneRange", "_dangerZoneDamage"];
_dangerZoneAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
_dangerZoneRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
_dangerZoneDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
TRACE_4("Parameters:",_dangerZoneAngle,_dangerZoneRange,_dangerZoneDamage,_weapon);
private "_pos";
_pos = _posASL;
if (!surfaceIsWater _pos) then {
_pos = ASLtoATL _pos;
};
{
if (local _x && {_x != _firer} && {vehicle _x == _x}) then {
private ["_targetPositionASL", "_relativePosition", "_axisDistance", "_distance", "_angle", "_line", "_line2"];
_targetPositionASL = eyePos _x;
_relativePosition = _targetPositionASL vectorDiff _posASL;
_axisDistance = _relativePosition vectorDotProduct _direction;
_distance = vectorMagnitude _relativePosition;
_angle = acos (_axisDistance / _distance);
_line = [_posASL, _targetPositionASL, _firer, _x];
_line2 = [_posASL, _targetPositionASL];
TRACE_4("Affected:",_x,_axisDistance,_distance,_angle);
if (_angle < _dangerZoneAngle && {_distance < _dangerZoneRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then {
private ["_alpha", "_beta", "_damage"];
_alpha = sqrt (1 - _distance / _dangerZoneRange);
_beta = sqrt (1 - _angle / _dangerZoneAngle);
_damage = 2 * _alpha * _beta * _dangerZoneDamage;
// If the target is the ACE_player
if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
// @todo: Sort this interaction with medical
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical")) then {
[_x, "HitBody", ([_x, "", ((_x getHitPointDamage "HitBody") + _damage), objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
_x spawn {
sleep 0.5;
[_this, "", 0, objNull, objNull] call EFUNC(medical,handleDamage);
};
} else {
_x setDamage (damage _x + _damage);
};
};
};
} forEach (_pos nearEntities ["CAManBase", _dangerZoneRange]);