/* * Author: commy2 and esteldunedain * * Calculate and apply backblast damage to potentially affected local units * * Argument: * 0: Unit that fired * 1: Pos ASL of the projectile * 2: Direction of the projectile * 3: Weapon fired * 4: Magazine * 5: Ammo * * Return value: * None */ #include "script_component.hpp" private ["_var","_overpressureAngle", "_overpressureRange", "_overpressureDamage"]; params ["_firer", "_posASL", "_direction", "_weapon", "_magazine", "_ammo"]; // 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["_overpressureAngle","_overpressureRange","_overpressureDamage"]; TRACE_4("Parameters:",_overpressureAngle,_overpressureRange,_overpressureDamage,_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 < _overpressureAngle && {_distance < _overpressureRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then { private ["_alpha", "_beta", "_damage"]; _alpha = sqrt (1 - _distance / _overpressureRange); _beta = sqrt (1 - _angle / _overpressureAngle); _damage = _alpha * _beta * _overpressureDamage; // If the target is the ACE_player if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect}; if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_x] call EFUNC(medical,hasMedicalEnabled))}) then { [_x, "HitBody", [_x, "body", (_x getHitPointDamage "HitBody") + _damage, _firer, "backblast"] call EFUNC(medical,handleDamage)] call EFUNC(medical,setHitPointDamage); } else { _x setDamage (damage _x + _damage); }; }; }; } forEach (_pos nearEntities ["CAManBase", _overpressureRange]);