ACE3/addons/overpressure/functions/fnc_overpressureDamage.sqf

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#include "..\script_component.hpp"
/*
* Author: commy2 and esteldunedain
* Calculate and apply backblast damage to potentially affected local units
* Handles the "overpressure" event.
*
* Arguments:
* 0: Unit that fired <OBJECT>
* 1: Pos ASL of the projectile <ARRAY>
* 2: Direction of the projectile (reversed for launcher backblast) <ARRAY>
* 3: Weapon fired <STRING>
* 4: Magazine <STRING>
* 5: Ammo <STRING>
*
* 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
*/
params ["_firer", "_posASL", "_direction", "_weapon", "_magazine", "_ammo"];
// Retrieve overpressure values
private _opValues = [_weapon, _ammo, _magazine] call FUNC(getOverPressureValues);
_opValues 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 {
TRACE_2("",isDamageAllowed _unit,_unit getVariable [ARR_2(QEGVAR(medical,allowDamage),true)]);
// Skip damage if not allowed
if (isDamageAllowed _x && {_x getVariable [QEGVAR(medical,allowDamage), true]}) 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 isEqualTo ACE_player) then {
[_damage * 100] call BIS_fnc_bloodEffect;
};
if (GETEGVAR(medical,enabled,false)) then {
[_x, _damage, "body", "backblast", _firer] 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]);