ACE3/addons/overpressure/functions/fnc_overpressureDamage.sqf
Glowbal b489750d5b Minor optimizations using private, params, and isEqualType (#4323)
* Optimizations with private, params, and isEqualType

* Fixed tab being used instead of space

* Fixed tabs inserted by notepad++

* More usage of new private syntax and params

- changed a few checks for an array being empty to `_arr isEqualTo []`
rather than `count _arr == 0`
- added more uses of `private` on the same line as the variable is
declared
- added more uses of params to assign variables passed as parameters
- removed unnecessary parentheses
- removed several unnecessary variable declarations with private array
syntax

* clean up and formatting
2016-09-04 16:44:22 +02:00

74 lines
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/*
* Author: commy2 and esteldunedain
* Calculate and apply backblast damage to potentially affected local units
* Handles the "overpressure" event.
*
* Arguments:
* 0: Unit that fired <OBJECT>
* 1: Pos ASL of the projectile <ARRAY>
* 2: Direction of the projectile (reversed for launcher backblast) <ARRAY>
* 3: Weapon fired <STRING>
* 4: Magazine <STRING>
* 5: Ammo <STRING>
*
* Return Value:
* None
*
* Example:
* [tank, [1727.57,5786.15,7.24899], [-0.982474,-0.185998,-0.0122501], "cannon_125mm", "24Rnd_125mm_APFSDS_T_Green", "Sh_125mm_APFSDS_T_Green"] call ace_overpressure_fnc_overpressureDamage
*
* Public: No
*/
#include "script_component.hpp"
params ["_firer", "_posASL", "_direction", "_weapon", "_magazine", "_ammo"];
// Bake variable name and check if the variable exists, call the caching function otherwise
private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
private _var = if (isNil _varName) then {
[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
} else {
missionNameSpace getVariable _varName;
};
_var params ["_overpressureAngle","_overpressureRange","_overpressureDamage"];
TRACE_3("cache",_overpressureAngle,_overpressureRange,_overpressureDamage);
{
if (local _x && {_x != _firer} && {vehicle _x == _x}) then {
private _targetPositionASL = eyePos _x;
private _relativePosition = _targetPositionASL vectorDiff _posASL;
private _axisDistance = _relativePosition vectorDotProduct _direction;
private _distance = vectorMagnitude _relativePosition;
private _angle = acos (_axisDistance / _distance);
private _line = [_posASL, _targetPositionASL, _firer, _x];
private _line2 = [_posASL, _targetPositionASL];
TRACE_4("Affected:",_x,_axisDistance,_distance,_angle);
if (_angle < _overpressureAngle && {_distance < _overpressureRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then {
private _alpha = sqrt (1 - _distance / _overpressureRange);
private _beta = sqrt (1 - _angle / _overpressureAngle);
private _damage = _alpha * _beta * _overpressureDamage;
// If the target is the ACE_player
if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_x] call EFUNC(medical,hasMedicalEnabled))}) then {
[_x, _damage, "body", "backblast"] call EFUNC(medical,addDamageToUnit);
} else {
_x setDamage (damage _x + _damage);
};
#ifdef DEBUG_MODE_FULL
//Shows damage lines in green
[ _posASL,
_targetPositionASL,
[0,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
#endif
};
};
} forEach ((ASLtoAGL _posASL) nearEntities ["CAManBase", _overpressureRange]);