/* * Author: commy2 and esteldunedain * * Handle fire of local launchers * * Arguments: * 0: Unit that fired * 1: Weapon fired * 2: Muzzle * 3: Mode * 4: Ammo * 5: Magazine * 6: Projectile * * Return value: * None */ #include "script_component.hpp" params ["_firer", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"]; // Prevent AI from causing backblast damage if !([_firer] call EFUNC(common,isPlayer)) exitWith {}; private ["_position", "_direction"]; _position = getPosASL _projectile; _direction = [0, 0, 0] vectorDiff (vectorDir _projectile); private ["_var","_varName","_backblastAngle", "_backblastRange", "_backblastDamage"]; // Bake variable name and check if the variable exists, call the caching function otherwise _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine]; _var = if (isNil _varName) then { [_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues); } else { missionNameSpace getVariable _varName; }; _var params["_backblastAngle","_backblastRange","_backblastDamage"]; // Damage to others private "_affected"; _affected = getPos _projectile nearEntities ["CAManBase", _backblastRange]; // Let each client handle their own affected units ["overpressure", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent); // Damage to the firer private "_distance"; _distance = [_position, _direction, _backblastRange] call FUNC(getDistance); TRACE_1("Distance",_distance); if (_distance < _backblastRange) then { private ["_alpha", "_beta", "_damage"]; _alpha = sqrt (1 - _distance / _backblastRange); _beta = sqrt 0.5; _damage = _alpha * _beta * _backblastDamage; [_damage * 100] call BIS_fnc_bloodEffect; if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_firer] call EFUNC(medical,hasMedicalEnabled))}) then { [_firer, "HitBody", [_firer, "body", ((_firer getHitPointDamage "HitBody") + _damage), _firer, "backblast"] call EFUNC(medical,handleDamage)] call EFUNC(medical,setHitPointDamage); } 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"; _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 min _backblastRange)), [1,0,0,1] ] call EFUNC(common,addLineToDebugDraw); #endif