/* * Author: commy2 * Adjust the grenades throwing direction and speed to the selected throwing mode. Called from the unified fired EH only for CAManBase * * Arguments: * None. Parameters inherited from EFUNC(common,firedEH) * * Return Value: * None * * Example: * [clientFiredBIS-XEH] call ace_grenades_fnc_throwGrenade * * Public: No */ #include "script_component.hpp" //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); if (_weapon != "Throw") exitWith {}; // http://feedback.arma3.com/view.php?id=12340 if (isNull _projectile) then { _projectile = nearestObject [_unit, _ammo]; }; private _config = configFile >> "CfgAmmo" >> _ammo; // handle special grenades and sounds if (local _unit) then { // handle priming sound, if present private _soundConfig = getArray (configFile >> "CfgAmmo" >> _ammo >> QGVAR(pullPinSound)); if !(_soundConfig isEqualTo []) then { _soundConfig params ["_file", "_volume", "_pitch", "_distance"]; playSound3D [_file, objNull, false, getPosASL _projectile, _volume, _pitch, _distance]; }; if (getNumber (_config >> QGVAR(flashbang)) == 1) then { private _fuzeTime = getNumber (_config >> "explosionTime"); [FUNC(flashbangThrownFuze), [_projectile], _fuzeTime] call CBA_fnc_waitAndExecute; }; }; if (getNumber (_config >> QGVAR(flare)) == 1) then { private _fuzeTime = getNumber (_config >> "explosionTime"); private _timeToLive = getNumber (_config >> "timeToLive"); private _color = getArray (_config >> QGVAR(color)); private _intensity = _color deleteAt 3; [FUNC(flare), [_projectile, _color, _intensity, _timeToLive], _fuzeTime] call CBA_fnc_waitAndExecute; }; if (getNumber (_config >> QGVAR(incendiary)) == 1) then { private _fuzeTime = getNumber (_config >> "explosionTime"); private _timeToLive = getNumber (_config >> "timeToLive"); [FUNC(incendiary), [_projectile, _timeToLive], _fuzeTime] call CBA_fnc_waitAndExecute; }; // handle throw modes if (_unit != ACE_player) exitWith {}; if (_unit getVariable [QEGVAR(advanced_throwing,primed), false]) exitWith {LOG("advanced_throwing throw");}; private _mode = missionNamespace getVariable [QGVAR(currentThrowMode), 0]; if (_mode != 0) then { private _velocity = velocity _projectile; switch (_mode) do { //high throw case 1 : { _velocity = [ 0.5 * (_velocity select 0), 0.5 * (_velocity select 1), [0, 0, 0] distance (_velocity vectorMultiply 0.5) ]; }; //precise throw case 2 : { _velocity = (_unit weaponDirection _weapon) vectorMultiply (vectorMagnitude _velocity); }; //roll grande case 3 : { //@todo }; //drop grenade case 4 : { _velocity = [0, 0, 0]; }; }; _projectile setVelocity _velocity; };