ACE3/addons/huntir/functions/fnc_handleFired.sqf
2015-08-14 00:02:19 +02:00

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/*
* Author: Norrin, Rocko, Ruthberg
*
* Handles HuntIR projectiles
*
* 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
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"];
if (_ammo != "F_HuntIR") exitWith {};
[{
params ["_projectile"];
//If null (deleted or hit water) exit:
if (isNull _projectile) exitWith {};
//If it's not spinning (hit ground), bail:
if ((vectorMagnitude (velocity _projectile)) < 0.1) exitWith {};
"ACE_HuntIR_Propell" createVehicle (getPosATL _projectile);
[{
private ["_huntir"];
params ["_position"];
_huntir = createVehicle ["ACE_HuntIR", _position, [], 0, "FLY"];
_huntir setPosATL _position;
_huntir setVariable [QGVAR(startTime), ACE_time, true];
[{
params ["_args", "_idPFH"];
_args params ["_huntir"];
if (isNull _huntir) exitWith {
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
private ["_parachuteDamage", "_velocity"];
_parachuteDamage = _huntir getHitPointDamage "HitParachute";
if (_parachuteDamage > 0) then {
_velocity = velocity _huntir;
_velocity set [2, -1 min -20 * sqrt(_parachuteDamage)];
_huntir setVelocity _velocity;
_huntir setVectorUp [0, 0, 1];
};
}, 0, [_huntir]] call CBA_fnc_addPerFrameHandler;
}, [getPosATL _projectile vectorAdd [0, 0, 50]], 2, 0] call EFUNC(common,waitAndExecute);
}, [_projectile], 5, 0] call EFUNC(common,waitAndExecute);