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65 lines
2.9 KiB
Plaintext
65 lines
2.9 KiB
Plaintext
/*
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* Author: nou, jaynus, PabstMirror
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* Called from the unified fired EH for all.
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* If spall is not enabled (default), then cache and only track those that will actually trigger fragmentation.
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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_frag_fnc_fired
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*
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* Public: No
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*/
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// #define DEBUG_ENABLED_FRAG
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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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private _shouldAdd = GVAR(cacheRoundsTypesToTrack) getVariable _ammo;
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if (isNil "_shouldAdd") then {
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TRACE_1("no cache for round",_ammo);
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if (!EGVAR(common,settingsInitFinished)) exitWith {
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//Just incase fired event happens before settings init, don't want to set cache wrong if spall setting changes
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TRACE_1("Settings not init yet - exit without setting cache",_ammo);
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_shouldAdd = false;
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};
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if (GVAR(spallEnabled)) exitWith {
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//Always want to run whenever spall is enabled?
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_shouldAdd = true;
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TRACE_2("SettingCache[spallEnabled]",_ammo,_shouldAdd);
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GVAR(cacheRoundsTypesToTrack) setVariable [_ammo, _shouldAdd];
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};
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//Read configs and test if it would actually cause a frag, using same logic as FUNC(pfhRound)
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private _skip = getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(skip));
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private _explosive = getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosive");
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private _indirectRange = getNumber (configFile >> "CfgAmmo" >> _ammo >> "indirectHitRange");
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private _force = getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(force));
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private _fragPower = getNumber (configFile >> "CfgAmmo" >> _ammo >> "indirecthit") * (sqrt (getNumber (configFile >> "CfgAmmo" >> _ammo >> "indirectHitRange")));
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_shouldAdd = (_skip == 0) && {(_force == 1) || {_explosive > 0.5 && {_indirectRange >= 4.5} && {_fragPower >= 35}}};
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TRACE_6("SettingCache[willFrag?]",_skip,_explosive,_indirectRange,_force,_fragPower,_shouldAdd);
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GVAR(cacheRoundsTypesToTrack) setVariable [_ammo, _shouldAdd];
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};
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if (_shouldAdd) then {
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// firedMan will have nil "_gunner", so just check _unit; for firedVehicle we want to check _gunner
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private _localShooter = if (isNil "_gunner") then {local _unit} else {local _gunner};
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TRACE_4("",_localShooter,_unit,_ammo,_projectile);
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if (!_localShooter) exitWith {};
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if (_weapon == "Put") exitWith {}; // Ignore explosives placed without ace_explosives
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// Skip if less than 0.5 second from last shot
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if ((CBA_missionTime - (_unit getVariable [QGVAR(lastTrack), -1])) < 0.5) exitWith {};
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_unit setVariable [QGVAR(lastTrack), CBA_missionTime];
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[_unit, _ammo, _projectile] call FUNC(addPfhRound);
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};
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