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https://github.com/acemod/ACE3.git
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3070b2ac6e
Used impactGroundSoft[] as shortcut.
88 lines
2.7 KiB
Plaintext
88 lines
2.7 KiB
Plaintext
/*
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* Author: commy2
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* Adjust the grenades throwing direction and speed to the selected throwing mode. Called from the unified fired EH only for CAManBase
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*
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* Arguments:
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* None. Parameters inherited from EFUNC(common,firedEH)
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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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* [clientFiredBIS-XEH] call ace_grenades_fnc_throwGrenade
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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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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
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TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
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if (_weapon != "Throw") exitWith {};
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// http://feedback.arma3.com/view.php?id=12340
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if (isNull _projectile) then {
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_projectile = nearestObject [_unit, _ammo];
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};
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private _config = configFile >> "CfgAmmo" >> _ammo;
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// handle special grenades and sounds
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if (local _unit) then {
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// handle priming sound, if present
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private _soundConfig = getArray (configFile >> "CfgAmmo" >> _ammo >> QGVAR(pullPinSound));
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if (count _soundConfig > 0) then {
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_soundConfig params ["_file", "_volume", "_pitch", "_distance"];
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playSound3D [_file, objNull, false, getPosASL _projectile, _volume, _pitch, _distance];
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};
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if (getNumber (_config >> QGVAR(flashbang)) == 1) then {
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private _fuzeTime = getNumber (_config >> "explosionTime");
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[FUNC(flashbangThrownFuze), [_projectile], _fuzeTime] call CBA_fnc_waitAndExecute;
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};
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};
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if (getNumber (_config >> QGVAR(flare)) == 1) then {
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private _fuzeTime = getNumber (_config >> "explosionTime");
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private _timeToLive = getNumber (_config >> "timeToLive");
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private _color = getArray (_config >> QGVAR(color));
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private _intensity = _color deleteAt 3;
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[FUNC(flare), [_projectile, _color, _intensity, _timeToLive], _fuzeTime, 0] call CBA_fnc_waitAndExecute;
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};
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// handle throw modes
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if (_unit != ACE_player) exitWith {};
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private _mode = missionNamespace getVariable [QGVAR(currentThrowMode), 0];
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if (_mode != 0) then {
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private _velocity = velocity _projectile;
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switch (_mode) do {
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//high throw
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case 1 : {
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_velocity = [
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0.5 * (_velocity select 0),
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0.5 * (_velocity select 1),
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[0, 0, 0] distance (_velocity vectorMultiply 0.5)
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];
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};
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//precise throw
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case 2 : {
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_velocity = (_unit weaponDirection _weapon) vectorMultiply (vectorMagnitude _velocity);
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};
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//roll grande
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case 3 : {
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//@todo
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};
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//drop grenade
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case 4 : {
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_velocity = [0, 0, 0];
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};
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};
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_projectile setVelocity _velocity;
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};
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