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58a55313cd
Changed: Spalling calculations now throttled across frames and limited; accurate but performant Changed: All lookups are now index-based on a global projectiles array. This reduced runtime dramatically for all fragmentation.
33 lines
1.3 KiB
Plaintext
33 lines
1.3 KiB
Plaintext
//fnc_spallTrack.sqf
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#include "script_component.hpp"
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private ["_round", "_multiplier", "_foundObjects", "_foundObjectHPIds", "_delta", "_curPos", "_velocity", "_velocityStep", "_forwardPos", "_intersectsWith", "_index", "_hpId", "_data"];
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_round = _this select 0;
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_multiplier = _this select 1;
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_foundObjects = _this select 2;
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_foundObjectHPIds = _this select 3;
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_delta = (1/diag_fps) * _multiplier;
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_curPos = getPosASL _round;
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_velocity = velocity _round;
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_velocityStep = _velocity vectorMultiply _delta;
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_forwardPos = _curPos vectorAdd _velocityStep;
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_intersectsWith = lineIntersectsWith [_curPos, _forwardPos];
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if (count _intersectsWith > 0) then {
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// player sideChat format["inter: %1", _intersectsWith];
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{
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if(!(_x in _foundObjects)) then {
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// diag_log text format["Adding HP: %1", _x];
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_index = (count GVAR(spallHPData));
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_hpId = _x addEventHandler ["hitPart", compile format["[%1, _this] call " + QUOTE(FUNC(spallHP)), _index]];
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_foundObjects set[(count _foundObjects), _x];
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_foundObjectHPIds set[(count _foundObjectHPIds), _hpId];
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_data = [_hpId, _x, typeOf _round, _round, _curPos, _velocity, 0, _foundObjects, _foundObjectHPIds];
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GVAR(spallHPData) set[_index, _data];
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};
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} forEach _intersectsWith;
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};
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