ACE3/addons/grenades/functions/fnc_throwGrenade.sqf
2016-01-06 22:42:02 +01:00

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/*
* Author: commy2
* Adjust the grenades throwing direction and speed to the selected throwing mode.
*
* Arguments:
* 0: unit - Object the event handler is assigned to <OBJECT>
* 1: weapon - Fired weapon <STRING>
* 2: muzzle - Muzzle that was used <STRING>
* 3: mode - Current mode of the fired weapon <STRING>
* 4: ammo - Ammo used <STRING>
* 5: magazine - magazine name which was used <STRING>
* 6: projectile - Object of the projectile that was shot <OBJECT>
*
* Return Value:
* None
*
* Example:
* [clientFiredBIS-XEH] call ace_grenades_fnc_throwGrenade
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_weapon", "", "", "_ammo", "", "_projectile"];
if (_weapon != "Throw") exitWith {};
// http://feedback.arma3.com/view.php?id=12340
if (isNull _projectile) then {
_projectile = nearestObject [_unit, _ammo];
};
private _config = configFile >> "CfgAmmo" >> _ammo;
// handle special grenades
if (local _unit) then {
if (getNumber (_config >> QGVAR(flashbang)) == 1) then {
private _fuzeTime = getNumber (_config >> "explosionTime");
[FUNC(flashbangThrownFuze), [_projectile], _fuzeTime, 0] call EFUNC(common,waitAndExecute);
};
};
if (getNumber (_config >> QGVAR(flare)) == 1) then {
private _fuzeTime = getNumber (_config >> "explosionTime");
private _timeToLive = getNumber (_config >> "timeToLive");
private _color = getArray (_config >> QGVAR(color));
private _intensity = _color deleteAt 3;
[FUNC(flare), [_projectile, _color, _intensity, _timeToLive], _fuzeTime, 0] call EFUNC(common,waitAndExecute);
};
// handle throw modes
if (_unit != ACE_player) exitWith {};
private _mode = missionNamespace getVariable [QGVAR(currentThrowMode), 0];
if (_mode != 0) then {
private _velocity = velocity _projectile;
switch (_mode) do {
//high throw
case 1 : {
_velocity = [
0.5 * (_velocity select 0),
0.5 * (_velocity select 1),
[0, 0, 0] distance (_velocity vectorMultiply 0.5)
];
};
//precise throw
case 2 : {
_velocity = (_unit weaponDirection _weapon) vectorMultiply (vectorMagnitude _velocity);
};
//roll grande
case 3 : {
//@todo
};
//drop grenade
case 4 : {
_velocity = [0, 0, 0];
};
};
_projectile setVelocity _velocity;
};