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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
127 lines
4.6 KiB
Plaintext
127 lines
4.6 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: ACE-Team
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*
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*
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* Arguments:
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* None
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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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* call ace_frag_fnc_findReflections
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*
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* Public: No
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*/
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BEGIN_COUNTER(fnc_findReflections);
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params ["_args", "_pfhID"];
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_args params ["_pos", "_explosiveInfo", "_los", "_nlos", "_zIndex", "_depth", "_rand"];
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private _split = 15;
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private _radi = 360 / _split * _depth;
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// player sideChat format ["p: %1", _explosiveInfo];
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_explosiveInfo params ["_indirectHitRange", "_indirectHit"];
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private _distanceCount = (floor _indirectHitRange * 4) min 100;
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if (_zIndex < 5) then {
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private _lastPos = _pos;
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private _zAng = _zIndex * 20 + 2;
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if (_zAng > 80) then {
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_radi = 1;
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_zAng = 90;
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};
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for "_i" from 0 to _radi do {
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private _test = true;
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private _vec = [1, ((_i * _split) + _rand) % 360, _zAng] call CBA_fnc_polar2vect;
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for "_x" from 1 to _distanceCount do {
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private _testPos = _pos vectorAdd (_vec vectorMultiply _x);
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// drop ["\a3\data_f\Cl_basic","","Billboard",1,15,ASLtoATL _testPos,[0,0,0],1,1.275,1.0,0.0,[1],[[1,0,0,1]],[0],0.0,2.0,"","",""];
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private _res = lineIntersectsWith [_pos, _testPos];
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if (count _res > 0) exitWith {
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_test = false;
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_nlos pushBack _lastPos;
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// {
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// _x addEventHandler ["HandleDamage", { diag_log text format ["this: %1", _this]; }];
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// } forEach _res;
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// drop ["\a3\data_f\Cl_basic","","Billboard",1,15,ASLtoATL _testPos,[0,0,0],1,1.275,1.0,0.0,[1],[[1,0,0,1]],[0],0.0,2.0,"","",""];
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// TEST_PAIRS pushBack [_pos, _lastPos, [1,0,0,1]];
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};
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// if (terrainIntersectASL [_pos, _testPos]) exitWith {};
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_lastPos = _testPos;
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};
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};
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_args set [4, _zIndex + 1];
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} else {
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INC(_depth);
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private _buckets = [];
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private _excludes = [];
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private _bucketPos = nil;
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private _bucketList = nil;
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private _c = 0;
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while {count _nlos != count _excludes && {_c < (count _nlos)}} do {
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scopeName "mainSearch";
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{
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if (!(_forEachIndex in _excludes)) then {
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private _index = _buckets pushBack [_x, [_x]];
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_excludes pushBack _forEachIndex;
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_bucketPos = _x;
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_bucketList = (_buckets select _index) select 1;
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breakTo "mainSearch";
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};
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} forEach _nlos;
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{
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if (!(_forEachIndex in _excludes)) then {
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_testPos = _x;
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if (_testPos vectorDistanceSqr _bucketPos <= 30) then {
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_bucketList pushBack _x;
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_excludes pushBack _forEachIndex;
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};
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};
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} forEach _nlos;
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INC(_c);
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};
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// player sideChat format ["c: %1", count _buckets];
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private _explosions = [];
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{
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private _blist = _x select 1;
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private _avg = [0, 0, 0];
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{
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_avg = _avg vectorAdd _x;
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} forEach _blist;
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_c = count _blist;
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private _bpos = _avg vectorMultiply (1 / _c);
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private _distance = _pos vectorDistance _bpos;
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private _hitFactor = 1 - (((_distance / (_indirectHitRange * 4)) min 1) max 0);
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// _hitFactor = 1 / (_distance ^ 2);
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private _hit = (floor (_indirectHit * _hitFactor / 4)) min 500;
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SUB(_hit,_hit % 10);
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private _range = (floor (_indirectHitRange - (_distance / 4))) min 100;
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SUB(_range,_range % 2);
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if (_hit >= 10 && {_range > 0}) then {
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// TEST_ICONS pushBack [_bpos, format ["h: %1, r: %2, hf: %3 d: %4 ihr: %5", _hit, _range, _hitFactor, _distance, _indirectHitRange*4]];
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// TEST_PAIRS pushBack [_pos, _bpos, [1,0,0,1]];
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private _refExp = format ["ace_explosion_reflection_%1_%2", _range, _hit];
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// _refExp createVehicle (ASLtoATL _bpos);
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// drop ["\a3\data_f\Cl_basic","","Billboard",1,15,ASLtoATL _bpos,[0,0,0],1,1.275,1.0,0.0,[1],[[1,0,0,1]],[0],0.0,2.0,"","",""];
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_explosions pushBack [_refExp, _bpos, _hit, _distance, _indirectHitRange / 4, _depth];
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};
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if (count _explosions > (_radi * 2) / _depth) exitWith {};
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} forEach _buckets;
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// _can = "Land_Bricks_V4_F" createVehicle (ASLtoATL _pos);
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// _dirvec = _pos vectorFromTo ((ATLtoASL (player modelToWorldVisual (player selectionPosition "Spine3"))));
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// _dirvec = _dirvec vectorMultiply 100;
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// _can setVelocity _dirvec;
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[DFUNC(doExplosions), 0, [_explosions, 0]] call CBA_fnc_addPerFrameHandler;
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[_pfhID] call CBA_fnc_removePerFrameHandler;
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};
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END_COUNTER(fnc_findReflections);
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