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147 lines
4.1 KiB
Plaintext
147 lines
4.1 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Jaynus, NouberNou, Lambda.Tiger,
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* This function creates spalling if the hit slowed the speed down enough.
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*
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* Arguments:
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* Arguments are the same as BI's "HitPart" EH:
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* https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HitPart
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*
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* Return Value:
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* None
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*
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* Example:
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* [BIS_HITPART_EH_ARGS] call ace_frag_fnc_doSpall;
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*
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* Public: No
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*/
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TRACE_1("doSpall",_this);
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params [
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"_projectile",
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["_hitObj", objNull],
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["_lPosASL", [0, 0, 0]],
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["_lVel", [0, 0, 0]],
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["_sNorm", [0, 0, 0]],
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["_surfaceType", ""],
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["_ammo", "", [""]],
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["_shotParents", [objNull, objNull], [[]]],
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["_vUp", [0,0,1]]
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];
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if (CBA_missionTime - GVAR(lastSpallTime) < ACE_FRAG_SPALL_HOLDOFF ||
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_lPosASL isEqualTo [0,0,0] ||
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{isNull _hitObj || {_hitObj isKindOf "man" ||
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{_ammo isEqualTo ""}}}) exitWith {
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TRACE_4("time/invldHit",CBA_missionTime,GVAR(lastSpallTime),_hitObj,_lPosASL);
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};
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private _material = [_surfaceType] call FUNC(getMaterialInfo);
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if (_material isEqualTo "ground") then {
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#ifdef DEBUG_MODE_FULL
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systemChat "ground spall";
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#endif
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};
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// Find spall speed / fragment info
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[_ammo] call FUNC(getSpallInfo) params ["_caliber", "_explosive", "_indirectHit"];
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private _vel = if (alive _projectile) then {
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_explosive = 0; // didn't explode
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velocity _projectile
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} else {
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[0, 0, 0];
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};
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private _dV = vectorMagnitude _lVel - vectorMagnitude _vel;
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/*
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* This is all fudge factor since real spalling is too complex for calculation.
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* There are two terms. The first is from round impact, taking a quasi scale
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* of sqrt(2)/50 * round caliber * srqt(change in speed). The second term is
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* explosive * indirect hit, for any explosive contribution
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*/
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private _spallPower = (ACE_FRAG_ROUND_COEF * _caliber * sqrt _dV + _explosive * _indirectHit) * GVAR(spallIntensity);
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TRACE_3("found speed",_dV,_caliber,_spallPower);
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if (_spallPower < 2) exitWith {
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TRACE_1("lowImpulse",_ammo);
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};
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private _lVelUnit = vectorNormalized _lVel;
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private _unitStep = _lVelUnit vectorMultiply 0.05;
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if (terrainIntersectASL [_lPosASL vectorAdd _unitStep, _lPosASL]) exitWith {
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TRACE_3("terrainIntersect",_lPosASL,_unitStep,_lPosASL);
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};
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#ifdef DEBUG_MODE_DRAW
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if GVAR(dbgSphere) then {
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[_lPosASL vectorAdd _lVelUnit, "orange"] call FUNC(dev_sphereDraw);
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[_lPosASL, "yellow"] call FUNC(dev_sphereDraw);
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};
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#endif
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/*
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* Improve performance of finding otherside of object on shallow angle
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* impacts. 120 degrees due to 90 degree offset with _lVelUnit into object.
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*/
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private _spallPos = _lPosASL vectorAdd _unitStep;
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if (120 > acos ( _lVelUnit vectorDotProduct _sNorm)) then {
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_spallPos = _spallPos vectorAdd (_unitStep vectorMultiply 5);
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};
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private _insideObject = true;
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for "_i" from 2 to 21 do
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{
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private _nPos = _spallPos vectorAdd _unitStep;
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if (!lineIntersects [_spallPos, _nPos]) then {
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_spallPos = _nPos vectorAdd (_unitStep vectorMultiply 2);
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_insideObject = false;
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break
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};
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_spallPos = _nPos;
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};
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if (_insideObject) exitWith {
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TRACE_3("insideObj",_lPosASL,_spallPos,alive _projectile);
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};
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// Passed all exitWiths
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GVAR(lastSpallTime) = CBA_missionTime;
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#ifdef DEBUG_MODE_DRAW
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if GVAR(dbgSphere) then {
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[_spallPos, "green"] call FUNC(dev_sphereDraw);
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};
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#endif
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private _spawnSize = switch (true) do
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{
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case (_spallPower < 3): { "_spall_tiny" };
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case (_spallPower < 5): { "_spall_small" };
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case (_spallPower < 8): { "_spall_medium" };
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case (_spallPower < 12): { "_spall_large" };
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default { "_spall_huge" };
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};
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private _spallSpawner = createVehicle [
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"ace_frag_" + _material + _spawnSize,
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ASLToATL _spallPos,
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[],
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0,
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"CAN_COLLIDE"
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];
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_spallSpawner setVectorDirandUp [_lVelUnit, _vUp];
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_spallSpawner setVelocity (_lVelUnit vectorMultiply (_dV/2));
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_spallSpawner setShotParents _shotParents;
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#ifdef DEBUG_MODE_FULL
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systemChat ("bSpd: " + str speed _spallSpawner + ", frag: " + _fragSpawnType + ", dm: " + str _spallPower);
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#endif
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#ifdef DEBUG_MODE_DRAW
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_spallSpawner addEventHandler [
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"SubmunitionCreated",
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{
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params ["", "_subProj"];
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[_subProj] call FUNC(dev_addRound);
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}
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];
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#endif |