ACE3/addons/cookoff/functions/fnc_detonateAmmunition.sqf
SilentSpike 7de56ad9b5 Fix #4630
Not all explosives detonate on destruction, so their ammo config must be checked to see if they will.

ACE_Explosives adds a property to define the associated ammo which *will* detonate on destruction, which is used if present. Otherwise a generic small explosion happens.
2016-11-05 14:20:48 +00:00

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/*
* Author: Glowbal
* Detonates ammunition from a vehicle until no ammo left
*
* Arguments:
* 0: vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [_vehicle, magazinesAmmo _vehicle] call ace_cookoff_fnc_detonateAmmunition
*
* Public: No
*/
#include "script_component.hpp"
#define MAX_TIME_BETWEEN_AMMO_DET 25
params ["_vehicle", "_magazines"];
if (isNull _vehicle) exitWith {}; // vehicle got deleted
if (_magazines isEqualTo []) exitWith {}; // nothing to detonate anymore
if (underwater _vehicle) exitWith {};
private _magazineIndex = floor random(count _magazines);
private _magazine = _magazines select _magazineIndex;
_magazine params ["_magazineClassname", "_amountOfMagazines"];
if (_amountOfMagazines > 0) exitWith {
private _newMagCount = _amountOfMagazines - floor(1 + random(6));
if (_newMagCount <= 0) then {
_magazines deleteAt _magazineIndex;
} else {
_magazine set [1, _newMagCount]; // clear out the magazine
};
private _timeBetweenAmmoDetonation = (random 7) * (1 / random (_amountOfMagazines)) min MAX_TIME_BETWEEN_AMMO_DET;
_timeBetweenAmmoDetonation = _timeBetweenAmmoDetonation max 0.1;
private _ammo = getText (configFile >> "CfgMagazines" >> _magazineClassname >> "ammo");
private _ammoCfg = (configFile >> "CfgAmmo" >> _ammo);
private _speedOfAmmo = getNumber (configFile >> "CfgMagazines" >> _magazineClassname >> "initSpeed");
private _simulationTime = getNumber (_ammoCfg >> "simulation");
private _caliber = getNumber (_ammoCfg >> "caliber");
private _simType = getText (_ammoCfg >> "simulation");
private _effect2pos = _vehicle selectionPosition "destructionEffect2";
private _spawnProjectile = {
params ["_vehicle", "_ammo", "_speed", "_flyAway"];
private _spawnPos = _vehicle modelToWorld [-0.2 + (random 0.4), -0.2 + (random 0.4), random 3];
if (_spawnPos select 2 < 0) then {
_spawnPos set [2, 0];
};
private _projectile = _ammo createVehicle [0,0,0];
_projectile setPos _spawnPos;
if (_flyAway) then {
private _vectorAmmo = [(-1 + (random 2)), (-1 + (random 2)), -0.2 + (random 1)];
private _velVec = _vectorAmmo vectorMultiply _speed;
_projectile setVectorDir _velVec;
_projectile setVelocity _velVec;
[ACE_player, _projectile, [1,0,0,1]] call EFUNC(frag,addTrack);
} else {
_projectile setDamage 1;
};
_projectile;
};
private _speed = random (_speedOfAmmo / 10) max 1;
if (toLower _simType == "shotbullet") then {
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\light_crack_close.wss)), QUOTE(PATHTO_R(sounds\light_crack_close_filtered.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1250];
if (random 1 < 0.6) then {
[_vehicle, _ammo, _speed, true] call _spawnProjectile;
};
};
if (toLower _simType == "shotshell") then {
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1300];
if (random 1 < 0.15) then {
[_vehicle, _ammo, _speed, random 1 < 0.15] call _spawnProjectile;
};
};
if (toLower _simType == "shotgrenade") then {
if (random 1 < 0.9) then {
_speed = 0;
};
[_vehicle, _ammo, _speed, random 1 < 0.5] call _spawnProjectile;
};
if (toLower _simType in ["shotrocket", "shotmissile", "shotsubmunitions"]) then {
if (random 1 < 0.1) then {
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\cannon_crack_close.wss)), QUOTE(PATHTO_R(sounds\cannon_crack_close_filtered.wss))];
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 3, 1, 1600];
[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
} else {
"ACE_ammoExplosionLarge" createvehicle (_vehicle modelToWorld _effect2pos);
};
};
if (toLower _simType in ["shotdirectionalbomb", "shotmine"]) then {
if (random 1 < 0.5) then {
// Not all explosives detonate on destruction, some have scripted alternatives
private _scripted = getNumber (_ammoCfg >> "triggerWhenDestroyed") == 1;
if !(_scripted) then {
_ammo = getText (_ammoCfg >> "ace_explosives_Explosive");
};
// If a scripted alternative doesn't exist use generic explosion
if (_ammo != "") then {
[_vehicle, _ammo, 0, false] call _spawnProjectile;
} else {
"SmallSecondary" createvehicle (_vehicle modelToWorld _effect2pos);
};
};
};
if (toLower _simType == "shotilluminating") then {
if (random 1 < 0.15) then {
[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
};
};
[FUNC(detonateAmmunition), [_vehicle, _magazines], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
};
[FUNC(detonateAmmunition), [_vehicle, _magazines], random 3] call CBA_fnc_waitAndExecute;