ACE3/addons/backblast/functions/fnc_fireLauncherBackblast.sqf
Nicolás Badano 8d1ee8c2c2 backblast: overhaul
- Replace firedNear by firedBIS XEH
- Calculate the origin of the backblast and overpressure zones using the projectile position and direction
- Handle all effects for each unit on their local machine
- Posibility of drawing effect cone for debug
- Simplified angle calculations
2015-01-25 00:59:20 -03:00

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/*
* Author: Commy2 and CAA-Picard
*
* Handle fire of local launchers
*
* Argument:
* 0: Unit that fired (Object)
* 1: Weapon fired (String)
* 2: Muzzle (String)
* 3: Mode (String)
* 4: Ammo (String)
* 5: Magazine (String)
* 6: Projectile (Object)
*
* Return value:
* None
*/
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
EXPLODE_7_PVT(_this,_firer,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
// Prevent AI from causing backblast damage
if !([_firer] call EFUNC(common,isPlayer)) exitWith {};
private ["_position","_direction","_distance","_alpha","_beta","_damage","_affected"];
_position = getPosASL _projectile;
_direction = [0, 0, 0] vectorDiff (vectorDir _projectile);
private ["_backblastAngle","_backblastRange","_backblastDamage"];
_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Angle") / 2;
_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Range");
_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Damage");
// Damage to others
_affected = getPos _projectile nearEntities ["CAManBase", _backblastRange];
// Let each client handle their own affected units
["backblast", _affected, [_firer,_position,_direction,_weapon]] call EFUNC(common,targetEvent);
// Damage to the firer
_distance = [_position, _direction, _backblastRange] call FUNC(getDistance);
TRACE_1("Distance", _distance);
if (_distance < _backblastRange) then {
_alpha = sqrt (1 - _distance / _backblastRange);
_beta = sqrt 0.5;
_damage = 2 * _alpha * _beta * _backblastDamage;
[_damage * 100] call BIS_fnc_bloodEffect;
// TODO: Sort this interaction with medical
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical")) then {
[_firer, "HitBody", ([_firer, "", ((_firer getHitPointDamage "HitBody") + _damage), objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
} else {
_firer setDamage (damage _firer + _damage);
};
};
// Draw debug lines
#ifdef DEBUG_MODE_FULL
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
_ref = _direction call EFUNC(common,createOrthonormalReference);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply (_distance min _backblastRange)),
[1,0,0,1]
] call EFUNC(common,addLineToDebugDraw);
#endif