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66 lines
2.5 KiB
Plaintext
66 lines
2.5 KiB
Plaintext
/*
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* Author: commy2 and esteldunedain
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*
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* Calculate and apply backblast damage to potentially affected local units
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*
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* Argument:
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* 0: Unit that fired <OBJECT>
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* 1: Pos ASL of the projectile <ARRAY>
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* 2: Direction of the projectile <ARRAY>
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* 3: Weapon fired <STRING>
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* 4: Magazine <STRING>
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* 5: Ammo <STRING>
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*
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* Return value:
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* None
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*/
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#include "script_component.hpp"
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private ["_var","_overpressureAngle", "_overpressureRange", "_overpressureDamage"];
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params ["_firer", "_posASL", "_direction", "_weapon", "_magazine", "_ammo"];
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// Bake variable name and check if the variable exists, call the caching function otherwise
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_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
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_var = if (isNil _varName) then {
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[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
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} else {
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missionNameSpace getVariable _varName;
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};
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_var params["_overpressureAngle","_overpressureRange","_overpressureDamage"];
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TRACE_4("Parameters:",_overpressureAngle,_overpressureRange,_overpressureDamage,_weapon);
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{
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if (local _x && {_x != _firer} && {vehicle _x == _x}) then {
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private ["_targetPositionASL", "_relativePosition", "_axisDistance", "_distance", "_angle", "_line", "_line2"];
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_targetPositionASL = eyePos _x;
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_relativePosition = _targetPositionASL vectorDiff _posASL;
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_axisDistance = _relativePosition vectorDotProduct _direction;
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_distance = vectorMagnitude _relativePosition;
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_angle = acos (_axisDistance / _distance);
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_line = [_posASL, _targetPositionASL, _firer, _x];
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_line2 = [_posASL, _targetPositionASL];
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TRACE_4("Affected:",_x,_axisDistance,_distance,_angle);
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if (_angle < _overpressureAngle && {_distance < _overpressureRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then {
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private ["_alpha", "_beta", "_damage"];
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_alpha = sqrt (1 - _distance / _overpressureRange);
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_beta = sqrt (1 - _angle / _overpressureAngle);
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_damage = _alpha * _beta * _overpressureDamage;
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// If the target is the ACE_player
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if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_x] call EFUNC(medical,hasMedicalEnabled))}) then {
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[_x, _damage, "body", "backblast"] call EFUNC(medical,addDamageToUnit);
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} else {
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_x setDamage (damage _x + _damage);
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};
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};
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};
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} forEach ((ASLtoAGL _posASL) nearEntities ["CAManBase", _overpressureRange]);
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