Files
DayZ-Epoch/SQF/dayz_code/compile/player_weaponFiredNear.sqf
icomrade b96cd2d971 Update compiles - 2 more files to do
fn_selfActions.sqf
player_updateGui.sqf
2016-02-29 00:26:12 -05:00

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//[unit, weapon, muzzle, mode, ammo, magazine, projectile]
private ["_unit","_evType","_recordable","_inVehicle","_isPlayer","_isRocket","_dmgDistance","_isBallistic","_handled","_id","_firer","_distance","_weapon","_ammo","_killerID","_arc","_turretDir","_weaponDir","_pos1","_pos2","_facing","_firingArc","_isInFront","_isInRear"];
//Init
//[unit, firer, distance, weapon, muzzle, mode, ammo]
_unit = _this select 0;
_firer = _this select 1;
_distance = _this select 2;
_weapon = _this select 3;
_ammo = _this select 6;
_killerID = _firer getVariable["MemberID",0];
_handled = false;
_arc = 60;
_isBallistic = (getNumber (configfile >> "CfgAmmo" >> _ammo >> "whistleOnFire") > 0);
_dmgDistance = getNumber (configfile >> "CfgAmmo" >> _ammo >> "whistleDist");
_isRocket = ((_ammo isKindOf "RocketBase") && (_firer isKindOf "Man"));
_isPlayer = (_unit == player);
_inVehicle = (vehicle _unit != _unit);
_evType = "";
_recordable = false;
// Both the firer && those nearby (<=8m) go into "combat" to prevent ALT-F4
//diag_log ("DEBUG: AMMO TYPE: " +str(_ammo));
_firer setVariable["startcombattimer", 1];
if (_distance <= 8) then {
_unit setVariable["startcombattimer", 1];
};
if (_inVehicle) exitWith{};
if (_firer == player) exitWith{};
//Is in danger angle?
_turretDir = _firer weaponDirection _weapon;
_weaponDir = ((_turretDir select 0) atan2 (_turretDir select 1));
_pos1 = getposATL _unit;
_pos2 = getposATL _firer;
_facing = ((_pos1 Select 0) - (_pos2 Select 0)) ATan2 ((_pos1 Select 1) - (_pos2 Select 1));
_firingArc = (_weaponDir - _facing);
_firingArc = (-_firingArc) max (_firingArc);
//In front?
_isInFront = (_firingArc < _arc);
_isInRear = (_firingArc > (180 - _arc));
//Ballistic Handler
if ((_isBallistic && _isInFront) && (_distance < (_dmgDistance * 2))) then {
if (_distance < _dmgDistance) then {
//Will Cause Damage
1 call fnc_usec_bulletHit;
[20,45] call fnc_usec_pitchWhine; //Visual , Sound
if (_distance < ((_dmgDistance / 2) + 1)) then {
//serious ballistic damage
if (_isPlayer) then {
[_unit, "head_hit", 1.51, _firer, _ammo] call fnc_usec_damageHandler;
};
[_unit,4] call fnc_usec_damageUnconscious;
} else {;
//Just Knocked out
[_unit,0.5] call fnc_usec_damageUnconscious;
};
} else {
//Hit warn zone
if (_unit == player) then {
[10,20] call fnc_usec_pitchWhine; //Visual , Sound
addCamShake [15, 0.8, 25];
};
};
} else {
if (_isRocket && (_isInFront || _isInRear)) then {
if ((_distance < 5) && !_handled) then {
1 call fnc_usec_bulletHit;
[20,45] call fnc_usec_pitchWhine; //Visual , Sound
// Dead
if (_isPlayer) then {
[_unit, "head_hit", 1.51, _firer, _ammo] call fnc_usec_damageHandler;
};
[_unit,2] call fnc_usec_damageUnconscious;
};
if ((_distance < 10) && !_handled) then {
[10,20] call fnc_usec_pitchWhine; //Visual , Sound
// Unconscious
[_unit,0.2] call fnc_usec_damageUnconscious;
};
if ((_distance < 20) && !_handled && _isPlayer) then {
// Warn
[10,20] call fnc_usec_pitchWhine; //Visual , Sound
addCamShake [15, 0.8, 25];
};
};
};
//Launcher Handler