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7bd2378c41
Close #3695 - Don't recoil broken wire - Use midpoint to search for nearby cars, and ensure the veh was moving.
38 lines
1.0 KiB
Plaintext
38 lines
1.0 KiB
Plaintext
/*
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* Author: Rocko
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*
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* Handles wire and vehicle damage
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*
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* Arguments:
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* 0: wire <OBJECT>
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* 1: killer (vehicle) <OBJECT>
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_wire", "_killer"];
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TRACE_2("params",_wire,_killer);
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private ["_distance", "_vehicle"];
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if (isNull _killer) then {
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_killer = _wire getVariable ["ace_concertina_wire_lastDamager", objNull];
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if (isNull _killer) then {
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private _midPoint = ((_wire selectionPosition "start") vectorAdd (_wire selectionPosition "deploy")) vectorMultiply 0.5;
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{
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if ((vectorMagnitude velocity _x) > 0) exitWith {_killer = _x};
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} forEach (nearestObjects [(_wire modelToWorld _midPoint), ["Car"], 8]);
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};
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};
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if (isNull _killer || {_killer == _wire} || {_killer == gunner (vehicle _killer)}) exitWith {};
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_distance = _wire distance _killer;
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if (_distance > 14 || {_distance < 2}) exitWith {}; // Fix if shooting wire
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_vehicle = vehicle _killer;
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[QGVAR(vehicleDamage), [_vehicle], [_wire, _vehicle]] call EFUNC(common,targetEvent);
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