ACE3/addons/frag/functions/fnc_doFragRandom.sqf
2024-03-01 19:51:21 +01:00

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#include "..\script_component.hpp"
/*
* Author: Jaynus, NouberNou, Lambda.Tiger
* This function creates fragments randomly spreading out from an explosion to a maximum of 15.
*
* Arguments:
* 0: Position (posASL) of fragmenting projectile <ARRAY>
* 1: Velocity of the fragmenting projectile <ARRAY>
* 2: Height (AGL) of the fragmenting projectile <NUMBER>
* 3: Type of fragments to generate <ARRAY>
* 4: Remaining fragment budget <NUMBER>
* 5: Shot parents <ARRAY>
*
* Return Value:
* None
*
* Example:
* [getPosASL _proj, 800, 50, 50, [], 1, [player, player]] call ace_frag_fnc_doFragRandom;
*
* Public: No
*/
params ["_posASL", "_fragVelocity", "_heightAGL", "_fragType", "_maxFragCount", "_shotParents"];
TRACE_6("doFragRandom",_posASL,_fragVelocity,_heightAGL,_fragType,_maxFragCount,_shotParents);
// See CfgAmmoFragSpawner for different frag types
private _hMode = switch (true) do {
case (_heightAGL > 10): {"_top"};
case (_heightAGL > 5): {"_hi"};
default {"_mid"};
};
private _type = [QGVAR(def_small_), QGVAR(def_tiny_)] select (_fragType isNotEqualTo [] && {"ace_frag_tiny" isEqualTo (_fragType#0)});
_maxFragCount = switch (true) do {
case (_maxFragCount <= 5): {"5"};
case (_maxFragCount <= 10): {"10"};
default {"15"};
};
// Spawn the fragment spawner
private _fragSpawner = createVehicle [_type + _maxFragCount + _hMode, ASLToATL _posASL, [], 0, "CAN_COLLIDE"];
_fragSpawner setVectorDirandUp [[0,0,1], [1,0,0]];
_fragSpawner setVelocity _fragVelocity;
_fragSpawner setShotParents _shotParents;
#ifdef DEBUG_MODE_FULL
systemChat ("fragging, id: " + getObjectID _proj);
#endif
#ifdef DEBUG_MODE_DRAW
_fragSpawner addEventHandler [
"SubmunitionCreated",
{
params ["","_subProj"];
[_subProj, "green", true] call FUNC(dev_trackObj);
}
];
if (GVAR(dbgSphere)) then {
[_posASL] call FUNC(dev_sphereDraw);
};
#endif