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73 lines
2.7 KiB
Plaintext
73 lines
2.7 KiB
Plaintext
// by commy2
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#include "script_component.hpp"
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_unit = _this select 0;
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_firer = _this select 1;
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_distance = _this select 2;
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_weapon = _this select 3;
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if (vehicle _unit != _unit || {!([_firer] call EFUNC(common,isPlayer))}) exitWith {};
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_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Angle") / 2;
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_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Range");
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_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Damage");
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_position = eyePos _firer;
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_direction = _firer weaponDirection currentWeapon _firer;
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if (_unit == _firer) then {
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_distance = [_position, _direction, _backblastRange] call FUNC(getDistance);
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hint format ["%1", _distance];
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if (_distance < _backblastRange) then {
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_alpha = sqrt (1 - _distance / _backblastRange);
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_beta = sqrt 0.5;
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_damage = 2 * _alpha * _beta * _backblastDamage;
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[_damage * 100] call BIS_fnc_bloodEffect;
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// TODO: Sort this interaction with medical
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical")) then {
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[_unit, "HitBody", ([_unit, "", ((_unit getHitPointDamage "HitBody") + _damage), objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
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} else {
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_unit setDamage (damage _unit + _damage);
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};
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};
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} else {
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_direction = [0, 0, 0] vectorDiff _direction;
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_azimuth = (_direction select 0) atan2 (_direction select 1);
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_inclination = asin (_direction select 2);
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_relativePosition = eyePos _unit;
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_relativeDirection = _relativePosition vectorDiff _position;
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_relativeAzimuth = (_relativeDirection select 0) atan2 (_relativeDirection select 1);
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_relativeInclination = asin (_relativeDirection select 2);
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_angle = sqrt ((_relativeAzimuth - _azimuth) ^ 2 + (_relativeInclination - _inclination) ^ 2);
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_distance = vectorMagnitude _relativeDirection;
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_line = [_position, _relativePosition];
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if (_angle < _backblastAngle && {_distance < _backblastRange} && {!lineIntersects _line} && {!terrainIntersectASL _line}) then {
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_alpha = sqrt (1 - _distance / _backblastRange);
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_beta = sqrt (1 - _angle / _backblastAngle);
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_damage = 2 * _alpha * _beta * _backblastDamage;
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if (_unit == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
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// TODO: Sort this interaction with medical
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical")) then {
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[_unit, "HitBody", ([_unit, "", ((_unit getHitPointDamage "HitBody") + _damage), objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
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_unit spawn {
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sleep 0.5;
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[_this, "", 0, objNull, objNull] call EFUNC(medical,handleDamage);
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};
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} else {
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_unit setDamage (damage _unit + _damage);
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};
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};
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};
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