ACE3/addons/fire/functions/fnc_fireManagerPFH.sqf

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#include "..\script_component.hpp"
/*
* Author: tcvm, johnb43
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* 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
*/
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private _distancePercent = 0;
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private _adjustedIntensity = 0;
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{
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_y params ["_fireLogic", "_radius", "_intensity", "_condition", "_conditionArgs"];
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// Remove when condition is no longer valid
if !(_conditionArgs call _condition) then {
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(GVAR(fireSources) deleteAt _x) params [["_fireLogic", objNull]];
detach _fireLogic;
deleteVehicle _fireLogic;
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continue;
};
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// Burn units (alive or dead) close to the fire
{
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_distancePercent = 1 - ((_fireLogic distance _x) / _radius);
_adjustedIntensity = _intensity * _distancePercent;
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// 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 {
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continue;
};
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[QGVAR(burn), [_x, _adjustedIntensity], _x] call CBA_fnc_targetEvent;
} forEach nearestObjects [_fireLogic, ["CAManBase"], _radius];
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} forEach GVAR(fireSources);