/* * Author: commy2 and esteldunedain * Calculate and apply backblast damage to potentially affected local units * Handles the "overpressure" event. * * Arguments: * 0: Unit that fired * 1: Pos ASL of the projectile * 2: Direction of the projectile (reversed for launcher backblast) * 3: Weapon fired * 4: Magazine * 5: Ammo * * Return Value: * None * * Example: * [tank, [1727.57,5786.15,7.24899], [-0.982474,-0.185998,-0.0122501], "cannon_125mm", "24Rnd_125mm_APFSDS_T_Green", "Sh_125mm_APFSDS_T_Green"] call ace_overpressure_fnc_overpressureDamage * * Public: No */ #include "script_component.hpp" params ["_firer", "_posASL", "_direction", "_weapon", "_magazine", "_ammo"]; // Bake variable name and check if the variable exists, call the caching function otherwise private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine]; private _var = if (isNil _varName) then { [_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues); } else { missionNameSpace getVariable _varName; }; _var params ["_overpressureAngle","_overpressureRange","_overpressureDamage"]; TRACE_3("cache",_overpressureAngle,_overpressureRange,_overpressureDamage); { if (local _x && {_x != _firer} && {vehicle _x == _x}) then { private _targetPositionASL = eyePos _x; private _relativePosition = _targetPositionASL vectorDiff _posASL; private _axisDistance = _relativePosition vectorDotProduct _direction; private _distance = vectorMagnitude _relativePosition; private _angle = acos (_axisDistance / _distance); private _line = [_posASL, _targetPositionASL, _firer, _x]; private _line2 = [_posASL, _targetPositionASL]; TRACE_4("Affected:",_x,_axisDistance,_distance,_angle); if (_angle < _overpressureAngle && {_distance < _overpressureRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then { private _alpha = sqrt (1 - _distance / _overpressureRange); private _beta = sqrt (1 - _angle / _overpressureAngle); private _damage = _alpha * _beta * _overpressureDamage; TRACE_1("",_damage); // 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, _damage, "body", "backblast"] call EFUNC(medical,addDamageToUnit); } else { _x setDamage (damage _x + _damage); }; #ifdef DEBUG_MODE_FULL //Shows damage lines in green [ _posASL, _targetPositionASL, [0,1,0,1] ] call EFUNC(common,addLineToDebugDraw); #endif }; }; } forEach ((ASLtoAGL _posASL) nearEntities ["CAManBase", _overpressureRange]);