ACE3/addons/casings/functions/fnc_createCasing.sqf
Zman6258 56348e70fa
Added missing vanilla casing types (#9162)
Super minor change, but I noticed not every vanilla casing had a corresponding ace3 casing defined. Most noticeable with 7.62x39, where they swap from steel to brass casings on landing.
2023-03-01 12:42:46 -06:00

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#include "script_component.hpp"
/*
* Author: esteldunedain / Cyruz / diwako
* Produces a casing matching the fired weapons caliber on the ground around the unit
*
* Arguments:
* 0: unit - Object the event handler is assigned to <OBJECT>
* 1: ammo - Ammo used <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "", "","", "B_556x45_Ball"] call ace_casings_fnc_createCasing
*
* Public: No
*/
params ["_unit", "", "", "", "_ammo"];
if (!isNull objectParent _unit) exitWith {};
private _modelPath = GVAR(cachedCasings) get _ammo;
if (isNil "_modelPath") then {
private _cartridge = getText (configFile >> "CfgAmmo" >> _ammo >> "cartridge");
//Default cartridge is a 5.56mm model
_modelPath = switch (_cartridge) do {
case "FxCartridge_9mm": { "A3\Weapons_f\ammo\cartridge_small.p3d" };
case "FxCartridge_65": { "A3\weapons_f\ammo\cartridge_65.p3d" };
case "FxCartridge_762": { "A3\weapons_f\ammo\cartridge_762.p3d" };
case "FxCartridge_762x39": { "A3\weapons_f_enoch\ammo\cartridge_762x39.p3d" };
case "FxCartridge_93x64_Ball": { "A3\Weapons_F_Mark\Ammo\cartridge_93x64.p3d" };
case "FxCartridge_338_Ball": { "A3\Weapons_F_Mark\Ammo\cartridge_338_LM.p3d" };
case "FxCartridge_338_NM": { "A3\Weapons_F_Mark\Ammo\cartridge_338_NM.p3d" };
case "FxCartridge_127": { "A3\weapons_f\ammo\cartridge_127.p3d" };
case "FxCartridge_127x54": { "A3\Weapons_F_Mark\Ammo\cartridge_127x54.p3d" };
case "FxCartridge_slug": { "A3\weapons_f\ammo\cartridge_slug.p3d" };
case "": { "" };
default { "A3\Weapons_f\ammo\cartridge.p3d" };
};
GVAR(cachedCasings) set [_ammo, _modelPath];
};
if (_modelPath isEqualTo "") exitWith {};
private _unitPos = getposASL _unit;
// Distant shooters don't produce as many cases
if ((AGLToASL positionCameraToWorld [0,0,0]) vectorDistance _unitPos > 100 && {random 1 < 0.9}) exitWith {};
private _weapDir = _unit weaponDirection currentWeapon _unit;
private _ejectDir = _weapDir vectorCrossProduct [0, 0, 1];
private _pos = _unitPos
vectorAdd (_weapDir vectorMultiply (-0.5 + random 2))
vectorAdd (_ejectDir vectorMultiply (0.2 + random 2));
[
{
params ["_modelPath", "_pos"];
private _lisPos = (lineIntersectsSurfaces [_pos, _pos vectorAdd [0,0,-1e11], objNull, objNull, true, 1, "ROADWAY", "FIRE"]) #0;
private _casing = createSimpleObject [_modelPath, (_lisPos #0 vectorAdd [0,0,0.005]), true];
_casing setDir (random 360);
_casing setVectorUp _lisPos #1;
private _idx = GVAR(casings) pushBack _casing;
for "_" from 0 to (_idx - GVAR(maxCasings)) do {
deleteVehicle (GVAR(casings) deleteAt 0);
};
},
[_modelPath,_pos],
0.4
] call CBA_fnc_waitAndExecute;