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50 lines
1.5 KiB
Plaintext
50 lines
1.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2
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* Makes the unit throw their currently selected weapon.
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* Unit must be local and not inside a vehicle or attached to another object.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* Weapon Holder
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*
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* Example:
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* player call ace_hitreactions_fnc_throwWeapon
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*
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* Public: No
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*/
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#define OFFSET_LATERAL 0.59
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#define THROW_ANGLE 63.43
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#define THROW_VELOCITY 1.5
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#define THROW_TORQUE 0.2
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params ["_unit"];
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private _weapon = currentWeapon _unit;
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if (!isNull objectParent _unit || _weapon isEqualTo "") exitWith {objNull};
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private _data = weaponsItems _unit select {_x select 0 == _weapon} select 0;
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private _holder = createVehicle ["WeaponHolderSimulated", [0, 0, 0], [], 0, "CAN_COLLIDE"];
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_holder addWeaponWithAttachmentsCargoGlobal [_data, 1];
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private _vDir = _unit weaponDirection _weapon;
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private _vLat = vectorNormalized (_vDir vectorCrossProduct [0, 0, 1]);
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private _vUp = _vLat vectorCrossProduct _vDir;
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private _position = _unit modelToWorldWorld (_unit selectionPosition "RightHand") vectorAdd (_vLat vectorMultiply OFFSET_LATERAL);
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private _velocity = vectorNormalized (_vDir vectorAdd (_vUp vectorMultiply tan THROW_ANGLE)) vectorMultiply THROW_VELOCITY vectorAdd velocity _unit;
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_unit removeWeapon _weapon;
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_holder setPosWorld _position;
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_holder setVectorDirAndUp [_vUp, _vLat];
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_holder setVelocity _velocity;
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_holder addTorque (call CBA_fnc_randomVector3D vectorMultiply THROW_TORQUE);
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["ACE_weaponThrown", [_unit, _holder, _data]] call CBA_fnc_localEvent;
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_holder // return
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