ACE3/addons/grenades/functions/fnc_throwGrenade.sqf
Oliver Blanthorn c012941af0 Add support for N-bangs (#6848)
* Add support for multi-bang flashbangs

It also adds some randomness to 1-bangs as a side effect,
but I don't think that's a big deal.

Also adds flashbang documentation to wiki.

* Increase rate at which flashbang attenuates

Apologies for the magic numbers. I just tested a few out
until I was happy with the result. The radius could probably
afford to be reduced a little further.

* use max deviation in config, fix wiki file name
2019-05-11 23:43:32 -05:00

118 lines
3.8 KiB
Plaintext

#include "script_component.hpp"
/*
* 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
*/
//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 _bangs = 1;
private _entry = _config >> QGVAR(flashbangBangs);
if (isNumber _entry || isText _entry) then {
_bangs = getNumber _entry;
};
private _fuzeTimeBase = getNumber (_config >> "explosionTime");
private _interval = 0.5;
_entry = _config >> QGVAR(flashbangInterval);
if (isNumber _entry || isText _entry) then {
_interval = getNumber _entry;
};
private _maxDeviation = 0.1;
_entry = _config >> QGVAR(flashbangIntervalMaxDeviation);
if (isNumber _entry || isText _entry) then {
_maxDeviation = getNumber _entry;
};
for "_i" from 0 to (_bangs - 1) do {
private _fuzeTime = _fuzeTimeBase + _i*_interval + random [- _maxDeviation, 0, _maxDeviation];
[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, side _unit], _fuzeTime] call CBA_fnc_waitAndExecute; // WE WANT THE OBJECTS SIDE HERE!
};
// 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;
};