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90 lines
2.6 KiB
Plaintext
90 lines
2.6 KiB
Plaintext
/*
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* Author: commy2
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* Adjust the grenades throwing direction and speed to the selected throwing mode.
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*
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* Arguments:
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* 0: unit - Object the event handler is assigned to <OBJECT>
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* 1: weapon - Fired weapon <STRING>
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* 2: muzzle - Muzzle that was used <STRING>
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* 3: mode - Current mode of the fired weapon <STRING>
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* 4: ammo - Ammo used <STRING>
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* 5: magazine - magazine name which was used <STRING>
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* 6: projectile - Object of the projectile that was shot <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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* [clientFiredBIS-XEH] call ace_grenades_fnc_throwGrenade
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_weapon", "", "", "_ammo", "", "_projectile"];
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if (_weapon != "Throw") exitWith {};
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// http://feedback.arma3.com/view.php?id=12340
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if (isNull _projectile) then {
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_projectile = nearestObject [_unit, _ammo];
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};
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// handle special grenades
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if (local _unit) then {
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if (getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(flashbang)) == 1) then {
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private "_fuzeTime";
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_fuzeTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosionTime");
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[FUNC(flashbangThrownFuze), [_projectile], _fuzeTime, 0] call EFUNC(common,waitAndExecute);
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};
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};
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if (getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(flare)) == 1) then {
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private ["_fuzeTime", "_timeToLive", "_color", "_intensity"];
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_fuzeTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosionTime");
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_timeToLive = getNumber (configFile >> "CfgAmmo" >> _ammo >> "timeToLive");
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_color = getArray (configFile >> "CfgAmmo" >> _ammo >> QGVAR(color));
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_intensity = _color select 3;
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_color resize 3;
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[FUNC(flare), [_projectile, _color, _intensity, _timeToLive], _fuzeTime, 0] call EFUNC(common,waitAndExecute);
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};
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// handle throw modes
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if (_unit != ACE_player) exitWith {};
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private "_mode";
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_mode = missionNamespace getVariable [QGVAR(currentThrowMode), 0];
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if (_mode != 0) then {
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private "_velocity";
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_velocity = velocity _projectile;
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switch (_mode) do {
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//high throw
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case 1 : {
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_velocity = [
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0.5 * (_velocity select 0),
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0.5 * (_velocity select 1),
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[0, 0, 0] distance (_velocity vectorMultiply 0.5)
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];
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};
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//precise throw
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case 2 : {
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_velocity = (_unit weaponDirection _weapon) vectorMultiply (vectorMagnitude _velocity);
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};
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//roll grande
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case 3 : {
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//@todo
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};
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//drop grenade
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case 4 : {
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_velocity = [0, 0, 0];
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};
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};
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_projectile setVelocity _velocity;
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};
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