#include "..\script_component.hpp" /* * Author: Norrin, Rocko, Ruthberg * * Handles HuntIR projectiles. Called from the unified fired EH for the local player. * * Arguments: * None. Parameters inherited from EFUNC(common,firedEH) * * Return Value: * None * * Example: * call ACE_huntir_fnc_handleFired * * Public: No */ params ["_unit", "", "", "", "", "", "_projectile"]; TRACE_2("handleFired",_unit,_projectile); // Don't run for non players, as they are too dumb to launch huntirs anyway if (_unit != ACE_player) exitWith {}; [{ params ["_projectile"]; //If null (deleted or hit water) exit: if (isNull _projectile) exitWith {}; //If it's not spinning (hit ground), bail: if ((vectorMagnitude (velocity _projectile)) < 0.1) exitWith {}; "ACE_HuntIR_Propell" createVehicle (getPosATL _projectile); [{ params ["_position"]; private _huntir = createVehicle ["ACE_HuntIR", _position, [], 0, "FLY"]; _huntir setPosATL _position; _huntir setVariable [QGVAR(startTime), CBA_missionTime, true]; [{ params ["_args", "_idPFH"]; _args params ["_huntir"]; if (isNull _huntir) exitWith { [_idPFH] call CBA_fnc_removePerFrameHandler; }; private _parachuteDamage = _huntir getHitPointDamage "HitParachute"; if (_parachuteDamage > 0) then { private _velocity = velocity _huntir; _velocity set [2, -1 min -20 * sqrt(_parachuteDamage)]; _huntir setVelocity _velocity; _huntir setVectorUp [0, 0, 1]; }; }, 0, [_huntir]] call CBA_fnc_addPerFrameHandler; }, [getPosATL _projectile vectorAdd [0, 0, 50]], 2, 0] call CBA_fnc_waitAndExecute; }, [_projectile], 5, 0] call CBA_fnc_waitAndExecute;