/* * Author: ACE-Team * Add HitPart EventHandler to objects in the projectile's path * * Arguments: * None * * Return Value: * None * * Example: * call ace_frag_fnc_spallTrack * * Public: No */ //fnc_spallTrack.sqf #include "script_component.hpp" params ["_round", "_multiplier", "_foundObjects", "_foundObjectHPIds"]; private _delta = (1 / diag_fps) * _multiplier; private _curPos = getPosASL _round; private _velocity = velocity _round; private _velocityStep = _velocity vectorMultiply _delta; private _forwardPos = _curPos vectorAdd _velocityStep; private _intersectsWith = lineIntersectsWith [_curPos, _forwardPos]; if (_intersectsWith isEqualTo []) exitWith {}; // player sideChat format ["inter: %1", _intersectsWith]; { // diag_log text format ["Adding HP: %1", _x]; private _index = count GVAR(spallHPData); private _hpId = _x addEventHandler ["hitPart", compile format ["[%1, _this] call " + QFUNC(spallHP), _index]]; _foundObjects pushBack _x; _foundObjectHPIds pushBack _hpId; private _data = [_hpId, _x, typeOf _round, _round, _curPos, _velocity, 0, _foundObjects, _foundObjectHPIds]; GVAR(spallHPData) pushBack _data; } forEach (_intersectsWith select {!(_x in _foundObjects)});