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74 lines
2.9 KiB
Plaintext
74 lines
2.9 KiB
Plaintext
/*
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* Author: commy2 and esteldunedain
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* Calculate and apply backblast damage to potentially affected local units
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* Handles the "overpressure" event.
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*
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* Arguments:
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* 0: Unit that fired <OBJECT>
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* 1: Pos ASL of the projectile <ARRAY>
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* 2: Direction of the projectile (reversed for launcher backblast) <ARRAY>
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* 3: Weapon fired <STRING>
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* 4: Magazine <STRING>
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* 5: Ammo <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [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
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_firer", "_posASL", "_direction", "_weapon", "_magazine", "_ammo"];
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// Bake variable name and check if the variable exists, call the caching function otherwise
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private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
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private _var = if (isNil _varName) then {
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[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
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} else {
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missionNameSpace getVariable _varName;
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};
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_var params["_overpressureAngle","_overpressureRange","_overpressureDamage"];
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TRACE_3("cache",_overpressureAngle,_overpressureRange,_overpressureDamage);
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{
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if (local _x && {_x != _firer} && {vehicle _x == _x}) then {
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private _targetPositionASL = eyePos _x;
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private _relativePosition = _targetPositionASL vectorDiff _posASL;
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private _axisDistance = _relativePosition vectorDotProduct _direction;
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private _distance = vectorMagnitude _relativePosition;
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private _angle = acos (_axisDistance / _distance);
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private _line = [_posASL, _targetPositionASL, _firer, _x];
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private _line2 = [_posASL, _targetPositionASL];
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TRACE_4("Affected:",_x,_axisDistance,_distance,_angle);
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if (_angle < _overpressureAngle && {_distance < _overpressureRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then {
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private _alpha = sqrt (1 - _distance / _overpressureRange);
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private _beta = sqrt (1 - _angle / _overpressureAngle);
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private _damage = _alpha * _beta * _overpressureDamage;
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// If the target is the ACE_player
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if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_x] call EFUNC(medical,hasMedicalEnabled))}) then {
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[_x, _damage, "body", "backblast"] call EFUNC(medical,addDamageToUnit);
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} else {
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_x setDamage (damage _x + _damage);
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};
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#ifdef DEBUG_MODE_FULL
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//Shows damage lines in green
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[ _posASL,
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_targetPositionASL,
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[0,1,0,1]
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] call EFUNC(common,addLineToDebugDraw);
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#endif
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};
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};
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} forEach ((ASLtoAGL _posASL) nearEntities ["CAManBase", _overpressureRange]);
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