ACE3/addons/overpressure/functions/fnc_firedEHBB.sqf

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#include "..\script_component.hpp"
/*
* Author: joko // Jonas
* Handle fire of local launchers. Called from the unified fired EH only for the local player.
*
* Arguments:
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* None
*
* Example:
* [player, "launch_RPG32_F", "launch_RPG32_F", "Single", "R_PG32V_F", "RPG32_F", projectile] call ace_overpressure_fnc_firedEHBB;
*
* Public: No
*/
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile,_vehicle,_gunner,_turret);
// Retrieve backblast values
private _bbValues = [_weapon, _ammo, _magazine] call FUNC(getOverPressureValues);
_bbValues params ["_backblastAngle", "_backblastRange", "_backblastDamage", "_offset"];
TRACE_4("cache",_backblastAngle,_backblastRange,_backblastDamage,_offset);
if (_backblastDamage <= 0) exitWith {};
private _direction = [0, 0, 0] vectorDiff (vectorDir _projectile);
private _position = ((getPosASL _projectile) vectorAdd (_direction vectorMultiply _offset));
// Damage to others
private _affected = (ASLtoAGL _position) nearEntities ["CAManBase", _backblastRange];
// Let each client handle their own affected units
["ace_overpressure", [_unit, _position, _direction, _weapon, _magazine, _ammo], _affected] call CBA_fnc_targetEvent;
// Damage to the firer
private _distance = 2 * ([_position, _direction, _backblastRange, _unit] call FUNC(getDistance));
TRACE_1("Distance",_distance);
if (_distance < _backblastRange) then {
TRACE_2("",isDamageAllowed _unit,_unit getVariable [ARR_2(QEGVAR(medical,allowDamage),true)]);
// Skip damage if not allowed
if (isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) then {
private _alpha = sqrt (1 - _distance / _backblastRange);
private _beta = sqrt 0.5;
private _damage = _alpha * _beta * _backblastDamage;
TRACE_1("",_damage);
[_damage * 100] call BIS_fnc_bloodEffect;
if (GETEGVAR(medical,enabled,false)) then {
[_unit, _damage, "body", "backblast", _unit] call EFUNC(medical,addDamageToUnit);
} else {
_unit setDamage (damage _unit + _damage);
};
};
};
// Draw debug lines
#ifdef DEBUG_MODE_FULL
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
private _ref = _direction call EFUNC(common,createOrthonormalReference);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorDiff ((_ref select 2) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply ((_distance/2) min _backblastRange)),
[1,0,0,1]
] call EFUNC(common,addLineToDebugDraw);
#endif