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be9797d11d
* Add grenade rolling * Added some safeguards * Use `setVectorDirAndUp` instead of rotation * Don't allow players to roll grenades when in vehicles * Grenades - Rolling only add PFEH when needed (#10015) * Grenades - Rolling only add PFEH when needed * Corrected minor typo, moved variable init in preInit, fixed bugs --------- Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Don't switch modes if grenade can't be thrown * Minor tweaks --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com>
131 lines
4.7 KiB
Plaintext
131 lines
4.7 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* Adjust the grenades throwing direction and speed to the selected throwing mode. Called from the unified fired EH only for CAManBase
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*
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* Arguments:
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* None. Parameters inherited from EFUNC(common,firedEH)
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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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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
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TRACE_10("firedEH:",_unit,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile,_vehicle,_gunner,_turret);
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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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private _config = configFile >> "CfgAmmo" >> _ammo;
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// handle special grenades and sounds
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if (local _unit) then {
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// handle priming sound, if present
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private _soundConfig = getArray (configFile >> "CfgAmmo" >> _ammo >> QGVAR(pullPinSound));
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if (_soundConfig isNotEqualTo []) then {
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_soundConfig params ["_file", "_volume", "_pitch", "_distance"];
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playSound3D [_file, objNull, false, getPosASL _projectile, _volume, _pitch, _distance];
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};
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if (getNumber (_config >> QGVAR(flashbang)) == 1) then {
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private _bangs = 1;
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private _entry = _config >> QGVAR(flashbangBangs);
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if (isNumber _entry || isText _entry) then {
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_bangs = getNumber _entry;
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};
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private _fuzeTimeBase = getNumber (_config >> "explosionTime");
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private _interval = 0.5;
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_entry = _config >> QGVAR(flashbangInterval);
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if (isNumber _entry || isText _entry) then {
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_interval = getNumber _entry;
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};
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private _maxDeviation = 0.1;
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_entry = _config >> QGVAR(flashbangIntervalMaxDeviation);
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if (isNumber _entry || isText _entry) then {
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_maxDeviation = getNumber _entry;
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};
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for "_i" from 0 to (_bangs - 1) do {
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private _fuzeTime = _fuzeTimeBase + _i*_interval + random [- _maxDeviation, 0, _maxDeviation];
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[FUNC(flashbangThrownFuze), [_projectile], _fuzeTime] call CBA_fnc_waitAndExecute;
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};
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};
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};
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if (getNumber (_config >> QGVAR(flare)) == 1) then {
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private _fuzeTime = getNumber (_config >> "explosionTime");
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private _timeToLive = getNumber (_config >> "timeToLive");
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private _color = getArray (_config >> QGVAR(color));
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private _intensity = _color deleteAt 3;
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[FUNC(flare), [_projectile, _color, _intensity, _timeToLive], _fuzeTime] call CBA_fnc_waitAndExecute;
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};
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if (getNumber (_config >> QGVAR(incendiary)) == 1) then {
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private _fuzeTime = getNumber (_config >> "explosionTime");
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private _timeToLive = getNumber (_config >> "timeToLive");
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[FUNC(incendiary), [_projectile, _timeToLive, side _unit], _fuzeTime] call CBA_fnc_waitAndExecute; // WE WANT THE OBJECTS SIDE HERE!
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};
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// handle throw modes
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if (_unit != ACE_player) exitWith {};
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if (_unit getVariable [QEGVAR(advanced_throwing,primed), false]) exitWith {LOG("advanced_throwing throw");};
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private _mode = GVAR(currentThrowMode);
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if (_mode != 0) then {
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private _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 grenade
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case 3 : {
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private _posASL = getPosASL _projectile;
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// getPos is unreliable, as surfaces in some ruins are not recognised as surfaces
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private _lisPos = (lineIntersectsSurfaces [_posASL, _posASL vectorAdd [0, 0, -1e11], ACE_player, objNull, true, 1, "ROADWAY", "FIRE"]) select 0;
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_projectile setPosASL ((_lisPos select 0) vectorAdd [0, 0, 0.2]);
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// Rotate throwables by 90° to the side by default, so cylindrical throwables can be rolled
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private _vectorDirAndUp = getArray (_config >> QGVAR(rollVectorDirAndUp));
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_vectorDirAndUp params [["_vectorDir", [0, 1, 0], [[]], 3], ["_vectorUp", [1, 0, 0], [[]], 3]];
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// Do as if object were facing north
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_projectile setVectorDirAndUp ([[_vectorDir, _vectorUp], -(direction _projectile), 0, 0] call BIS_fnc_transformVectorDirAndUp);
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_velocity = (vectorDir _unit) vectorMultiply 10;
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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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