ACE3/addons/fire/functions/fnc_fireManagerPFH.sqf

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#include "..\script_component.hpp"
/*
* Author: tcvm, johnb43
* Handles various objects on fire and determines if units close to objects deserve to get burned.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* ace_fire_fnc_fireManagerPFH call CBA_fnc_addPerFrameHandler
*
* Public: No
*/
{
_y params ["_fireLogic", "_radius", "_intensity", "_condition", "_conditionArgs"];
TRACE_2("fireManagerPFH loop",_x,_y);
// Remove when condition is no longer valid
if !(_conditionArgs call _condition) then {
TRACE_2("condition no longer valid, deleting",_x,_y);
detach _fireLogic;
deleteVehicle _fireLogic;
GVAR(fireSources) deleteAt _x;
continue;
};
// Burn units (alive or dead) close to the fire
{
private _distancePercent = 1 - ((_fireLogic distance _x) / _radius);
private _adjustedIntensity = _intensity * _distancePercent;
// Don't burn if intensity is too low or already burning with higher intensity
if (BURN_MIN_INTENSITY > _adjustedIntensity || {(_x getVariable [QGVAR(intensity), 0]) > _adjustedIntensity}) then {
continue;
};
[QGVAR(burn), [_x, _adjustedIntensity], _x] call CBA_fnc_targetEvent;
TRACE_3("propagate fire",_x,_intensity,_adjustedIntensity);
} forEach nearestObjects [_fireLogic, ["CAManBase"], _radius];
} forEach GVAR(fireSources);