ACE3/TO_MERGE/agm/Backblast/functions/fn_tankDangerZone.sqf

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// by commy2
#define BARREL_MUZZLE "usti hlavne"
_unit = _this select 0;
_vehicle = vehicle (_this select 1);
_distance = _this select 2;
_weapon = _this select 3;
if (vehicle _unit != _unit || {!([gunner _firer] call AGM_Core_fnc_isPlayer)}) exitWith {};
_dangerZoneAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> "AGM_DangerZone_Angle") / 2;
_dangerZoneRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> "AGM_DangerZone_Range");
_dangerZoneDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> "AGM_DangerZone_Damage");
_position = ATLToASL (_vehicle modelToWorld (_vehicle selectionPosition BARREL_MUZZLE));
_direction = _vehicle weaponDirection _weapon;
if (_unit != _vehicle) then {
_azimuth = (_direction select 0) atan2 (_direction select 1);
_inclination = asin (_direction select 2);
_relativePosition = eyePos _unit;
_relativeDirection = _relativePosition vectorDiff _position;
_relativeAzimuth = (_relativeDirection select 0) atan2 (_relativeDirection select 1);
_relativeInclination = asin (_relativeDirection select 2);
_angle = sqrt ((_relativeAzimuth - _azimuth) ^ 2 + (_relativeInclination - _inclination) ^ 2);
_distance = vectorMagnitude _relativeDirection;
_line = [_position, _relativePosition];
if (_angle < _dangerZoneAngle && {_distance < _dangerZoneRange} && {!lineIntersects (_line + [_vehicle])} && {!terrainIntersectASL _line}) then {
_alpha = sqrt (1 - _distance / _dangerZoneRange);
_beta = sqrt (1 - _angle / _dangerZoneAngle);
_damage = 2 * _alpha * _beta * _dangerZoneDamage;
if (_unit == AGM_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
if (isClass (configFile >> "CfgPatches" >> "AGM_Medical")) then {
[_unit, "HitBody", ([_unit, "", ((_unit getHitPointDamage "HitBody") + _damage), objNull, objNull] call AGM_Medical_fnc_handleDamage)] call AGM_Medical_fnc_setHitPointDamage;
_unit spawn {
sleep 0.5;
[_this, "", 0, objNull, objNull] call AGM_Medical_fnc_handleDamage;
};
} else {
_unit setDamage (damage _unit + _damage);
};
};
};