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85 lines
2.9 KiB
Plaintext
85 lines
2.9 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* This function adds projectile explode and hitPart event handlers and is
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* intended to be called from an projectile config init event handler.
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*
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* Arguments:
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* 0: The projectile to be initialized <OBJECT>
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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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* _projectile call ace_frag_fnc_initRound
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*
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* Public: No
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*/
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TRACE_1("ACE_Frag rndInit",_this);
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if (!isServer) exitWith {};
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params ["_projectile"];
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private _ammo = typeOf _projectile;
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if (_ammo isEqualTo "" || {isNull _projectile} ||
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{_projectile getVariable [QGVAR(blacklisted), false]}) exitWith {
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TRACE_2("bad ammo or projectile, or blackList",_ammo,_projectile);
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};
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if (GVAR(enabled) && {_ammo call FUNC(shouldFrag)}) then {
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_projectile addEventHandler [
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"Explode",
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{
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params ["_projectile", "_posASL", "_velocity"];
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if (_projectile getVariable [QGVAR(blacklisted), false]) exitWith {
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TRACE_2("projectile blackisted",typeOf _projectile,_projectile);
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};
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private _shotParents = _projectile getVariable [QGVAR(shotParent), getShotParents _projectile];
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private _ammo = typeOf _projectile;
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// wait for frag damage to kill units before spawning fragments
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[
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FUNC(doFrag),
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[_posASL, _velocity, _ammo, _shotParents]
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] call CBA_fnc_execNextFrame;
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if (GVAR(reflectionsEnabled)) then {
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[_posASL, _ammo] call FUNC(doReflections);
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};
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}
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];
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};
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if (GVAR(spallEnabled) && {_ammo call FUNC(shouldSpall)}) then {
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_projectile addEventHandler [
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"HitPart",
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{
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params ["_projectile", "_hitObject", "", "_posASL", "_velocity", "_surfNorm", "", "", "_surfType"];
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if (_projectile getVariable [QGVAR(blacklisted), false]) exitWith {
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TRACE_2("projectile blackisted",typeOf _projectile,_projectile);
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};
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// starting v2.18 it may be faster to use the instigator parameter, the same as the second entry shotParents, to recreate _shotParent
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// The "explode" EH does not get the same parameter
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private _shotParent = getShotParents _projectile;
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private _ammo = typeOf _projectile;
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private _vectorUp = vectorUp _projectile;
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/*
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* Wait a frame to see what happens to the round, may result in
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* multiple hits / slowdowns getting shunted to the first hit
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*/
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[
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FUNC(doSpall),
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[_projectile, _hitObject, _posASL, _velocity, _surfNorm, _surfType, _ammo, _shotParent, _vectorUp]
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] call CBA_fnc_execNextFrame;
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}
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];
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};
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#ifdef DEBUG_MODE_DRAW
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if (GVAR(debugOptions) && {_ammo call FUNC(shouldFrag) || {_ammo call FUNC(shouldSpall)}}) then {
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[_projectile, "red", true] call FUNC(dev_trackObj);
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};
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#endif
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TRACE_1("initExit",_ammo);
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