#include "..\script_component.hpp" /* * Author: joko // Jonas * Handle fire of local launchers. Called from the unified fired EH only for the local player. * * Arguments: * None. Parameters inherited from EFUNC(common,firedEH) * * Return Value: * None * * Example: * [player, "launch_RPG32_F", "launch_RPG32_F", "Single", "R_PG32V_F", "RPG32_F", projectile] call ace_overpressure_fnc_firedEHBB; * * Public: No */ //IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"]; TRACE_10("firedEH:",_unit,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile,_vehicle,_gunner,_turret); // Retrieve backblast values private _bbValues = [_weapon, _ammo, _magazine] call FUNC(getOverPressureValues); _bbValues params ["_backblastAngle", "_backblastRange", "_backblastDamage", "_offset"]; _backblastRange = _backblastRange * GVAR(backblastDistanceCoefficient); TRACE_4("cache",_backblastAngle,_backblastRange,_backblastDamage,_offset); if (_backblastDamage <= 0) exitWith {}; private _direction = [0, 0, 0] vectorDiff (vectorDir _projectile); private _position = ((getPosASL _projectile) vectorAdd (_direction vectorMultiply _offset)); // Damage to others private _affected = (ASLtoAGL _position) nearEntities ["CAManBase", _backblastRange]; // Let each client handle their own affected units ["ace_overpressure", [_unit, _position, _direction, _weapon, _magazine, _ammo], _affected] call CBA_fnc_targetEvent; // Damage to the firer private _distance = 2 * ([_position, _direction, _backblastRange, _unit] call FUNC(getDistance)); TRACE_1("Distance",_distance); if (_distance < _backblastRange) then { TRACE_2("",isDamageAllowed _unit,_unit getVariable [ARR_2(QEGVAR(medical,allowDamage),true)]); // Skip damage if not allowed if (isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) then { private _alpha = sqrt (1 - _distance / _backblastRange); private _beta = sqrt 0.5; private _damage = _alpha * _beta * _backblastDamage; TRACE_1("",_damage); [_damage * 100] call BIS_fnc_bloodEffect; if (GETEGVAR(medical,enabled,false)) then { [_unit, _damage, "body", "backblast", _unit] call EFUNC(medical,addDamageToUnit); } else { _unit setDamage (damage _unit + _damage); }; }; }; // Draw debug lines #ifdef DEBUG_MODE_FULL [ _position, _position vectorAdd (_direction vectorMultiply _backblastRange), [1,1,0,1] ] call EFUNC(common,addLineToDebugDraw); private _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/2) min _backblastRange)), [1,0,0,1] ] call EFUNC(common,addLineToDebugDraw); #endif