ACE3/addons/frag/functions/fnc_doFragRandom.sqf

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#include "..\script_component.hpp"
/*
* Author: Jaynus, NouberNou, Lambda.Tiger
* This function creates fragments randomly spreading out from an explosion.
* This function will spawn 5, 10, or 15 fragments.
*
* Arguments:
* 0: Position (posASL) of fragmenting projectile <ARRAY>
* 1: Velocity of the fragmenting projectile <ARRAY>
* 2: Type of fragments to generate <ARRAY>
* 3: Remaining fragment budget <NUMBER>
* 4: Shot parents <ARRAY>
*
* Return Value:
* None
*
* Example:
* [getPosASL _projectile, 800, 50, 50, [], 1, [player, player]] call ace_frag_fnc_doFragRandom
*
* Public: No
*/
params ["_posASL", "_fragVelocity", "_fragType", "_maxFragCount", "_shotParents"];
TRACE_5("doFragRandom",_posASL,_fragVelocity,_fragType,_maxFragCount,_shotParents);
// See CfgAmmoFragSpawner for different frag types
private _heightATL = (ASLToATL _posASL)#2;
private _hMode = switch (true) do {
case (_heightATL > 10): {"_top"};
case (_heightATL > 4): {"_high"};
default {"_mid"};
};
private _type = [QGVAR(random_small_), QGVAR(random_tiny_)] select (_fragType isNotEqualTo [] && {"ace_frag_tiny" == (_fragType#0)});
_maxFragCount = switch (true) do {
case (_maxFragCount <= 5): {"5"};
case (_maxFragCount <= 10): {"10"};
default {"15"};
};
// Spawn the fragment spawner
private _fragSpawner = createVehicle [_type + _maxFragCount + _hMode, ASLToATL _posASL, [], 0, "CAN_COLLIDE"];
private _randDir = random 360;
_fragSpawner setVectorDirandUp [[0,0,-1], [cos _randDir, sin _randDir,0]];
_fragSpawner setVelocity [0, 0, -0.5*_fragVelocity];
_fragSpawner setShotParents _shotParents;
TRACE_2("spawnedRandomFragmenter",typeOf _fragSpawner,getObjectID _fragSpawner);
#ifdef DEBUG_MODE_DRAW
_fragSpawner addEventHandler [
"SubmunitionCreated",
{
params ["","_subProj"];
[_subProj, "green", true] call FUNC(dev_trackObj);
}
];
if (GVAR(dbgSphere)) then {
[_posASL] call FUNC(dev_sphereDraw);
};
#endif