ACE3/addons/frag/functions/fnc_initRound.sqf

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#include "..\script_component.hpp"
/*
* Author: Lambda.Tiger
* This function adds rounds using their config init EH
* Arguments:
* 0: _projectile <OBJECT> - The object created
*
* Return Value:
* None
*
* Example:
* [_proj] call ace_frag_fnc_initRound;
*
* Public: No
*/
TRACE_1("ACE_Frag rndInit",_this);
params [
["_projectile", objNull, [objNull]]
];
private _ammo = typeOf _projectile;
if (_ammo isEqualTo "" || {isNull _projectile}) exitWith {
TRACE_2("bad ammo or projectile",_ammo,_projectile);
};
private _shouldFrag = _ammo call FUNC(shouldFrag);
if (_shouldFrag && GVAR(enabled)) then {
_projectile addEventHandler [
"Explode",
{
params ["_proj", "_posASL"];
private _shotParents = getShotParents _proj;
private _ammo = typeOf _proj;
// wait for frag damage to kill units before spawning fragments
[
FUNC(doFrag),
_this + [_ammo, _shotParents]
] call CBA_fnc_execNextFrame;
if (GVAR(reflectionsEnabled)) then {
[_posASL, _ammo] call FUNC(doReflections);
};
}
];
};
private _shouldSpall = _ammo call FUNC(shouldSpall);
if (GVAR(spallEnabled) && {_shouldSpall}) then
{
_projectile addEventHandler [
"HitPart",
{
params ["_proj", "_hitObj", "",
"_posASL", "_vel", "_sNorm", "",
"", "_surfType"
];
private _shotPrnt = getShotParents _proj;
private _ammo = typeOf _proj;
private _vUp = vectorUp _proj;
/*
* Wait a round to see what happens to the round, may result in
* multiple hits / slowdowns getting shunted to the first hit
*/
[
FUNC(doSpall),
[_proj, _hitObj, _posASL, _vel, _sNorm, _surfType, _ammo, _shotPrnt, _vUp]
] call CBA_fnc_execNextFrame;
}
];
};
#ifdef DEBUG_MODE_DRAW
if (GVAR(debugOptions) && (_shouldFrag || _shouldSpall)) then {
[_projectile, "red", true] call FUNC(dev_trackObj);
};
#endif
TRACE_2("initExit",_shouldFrag,_shouldSpall);