/* * Author: Norrin, Rocko, Ruthberg * * Handles HuntIR projectiles * * Arguments: * 0: unit - Object the event handler is assigned to * 1: weapon - Fired weapon * 2: muzzle - Muzzle that was used * 3: mode - Current mode of the fired weapon * 4: ammo - Ammo used * 5: magazine - magazine name which was used * 6: projectile - Object of the projectile that was shot * * Return Value: * None * * Public: No */ #include "script_component.hpp" params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"]; if (_ammo != "F_HuntIR") exitWith {}; [{ params ["_projectile"]; //If null (deleted or hit water) exit: if (isNull _projectile) exitWith {}; //If it's not spinning (hit ground), bail: if ((vectorMagnitude (velocity _projectile)) < 0.1) exitWith {}; "ACE_HuntIR_Propell" createVehicle (getPosATL _projectile); [{ private ["_huntir"]; params ["_position"]; _huntir = createVehicle ["ACE_HuntIR", _position, [], 0, "FLY"]; _huntir setPosATL _position; _huntir setVariable [QGVAR(startTime), ACE_time, true]; [{ params ["_args", "_idPFH"]; _args params ["_huntir"]; if (isNull _huntir) exitWith { [_idPFH] call CBA_fnc_removePerFrameHandler; }; private ["_parachuteDamage", "_velocity"]; _parachuteDamage = _huntir getHitPointDamage "HitParachute"; if (_parachuteDamage > 0) then { _velocity = velocity _huntir; _velocity set [2, -1 min -20 * sqrt(_parachuteDamage)]; _huntir setVelocity _velocity; _huntir setVectorUp [0, 0, 1]; }; }, 0, [_huntir]] call CBA_fnc_addPerFrameHandler; }, [getPosATL _projectile vectorAdd [0, 0, 50]], 2, 0] call EFUNC(common,waitAndExecute); }, [_projectile], 5, 0] call EFUNC(common,waitAndExecute);