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63 lines
1.8 KiB
Plaintext
63 lines
1.8 KiB
Plaintext
// TMR: Small Arms - Recoil initialization and functions
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// (C) 2013 Ryan Schultz. See LICENSE.
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// Edited for compatability in ACE by KoffeinFlummi
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// Edited by commy2
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#include "script_component.hpp"
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private ["_unit", "_weapon", "_projectile"];
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_unit = _this select 0;
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_weapon = _this select 1;
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_projectile = _this select 6;
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if (_weapon in ["Throw", "Put"]) exitWith {};
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private ["_lastFired", "_burst"];
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_lastFired = _unit getVariable [QUOTE(GVAR(lastFired)), -1];
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_burst = _unit getVariable [QUOTE(GVAR(burst)), 0];
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if (time - _lastFired < 0.45) then {
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private "_startDisperse";
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_burst = _burst + 1;
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_unit setVariable [QUOTE(GVAR(burst)), _burst, false];
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_startDisperse = [1, 3] select (cameraView == "GUNNER");
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if (_burst > _startDisperse) then {
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// Reset burst size for calcs
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_burst = _burst - _startDisperse;
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// Increase dispersion cap if player is not using sights
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_sightsBurst = [30, 0] select (cameraView == "GUNNER");
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// Increase initial dispersion and cap if player is moving
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if (speed _unit > 0.5) then {
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_sightsBurst = 25;
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_burst = _burst + 15;
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};
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// Maximum possible dispersion (without _sightsBurst mod)
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_maxBurst = 50;
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if (_unit getVariable [QUOTE(EGVAR(resting,weaponRested)), false]) then {_maxBurst = 25};
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if (_unit getVariable [QUOTE(EGVAR(resting,bipodDeployed)), false]) then {_maxBurst = 18};
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// Cap the dispersion
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_burst = (_burst min _maxBurst) + _sightsBurst;
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// Add random variance
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_elevAngle = (_burst / 300) - random (_burst / 300) * 2;
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_travAngle = (_burst / 260) - random (_burst / 260) * 2;
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[_projectile, _travAngle, _elevAngle] call EFUNC(common,changeProjectileDirection);
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};
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} else {
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// Long enough delay, reset burst
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_unit setVariable [QUOTE(GVAR(burst)), 0, false];
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};
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_unit setVariable [QUOTE(GVAR(lastFired)), time, false];
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