ACE3/addons/explosives/functions/fnc_detonateExplosive.sqf

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#include "..\script_component.hpp"
/*
* Author: Garth 'L-H' de Wet
* Causes the unit to detonate the passed explosive.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Max range (-1 to ignore) <NUMBER>
* 2: Explosive <ARRAY>
* - 0: Explosive <OBJECT>
* - 1: Fuse time <NUMBER>
* 3: Trigger Item Classname <STRING>
*
* Return Value:
* None
*
* Example:
* [player, 100, [Explosive, 1], "ACE_Clacker"] call ACE_Explosives_fnc_detonateExplosive; // has to be within range
* [player, -1, [Explosive, 1], "ACE_Cellphone"] call ACE_Explosives_fnc_detonateExplosive; // range ignored.
*
* Public: Yes
*/
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params ["_unit", "_range", "_item", ["_triggerClassname", "#unknown", [""]]];
TRACE_4("detonateExplosive",_unit,_range,_item,_triggerClassname);
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private _ignoreRange = (_range == -1);
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if (!_ignoreRange && {(_unit distance (_item select 0)) > _range}) exitWith {TRACE_1("out of range",_range); false};
private _result = true;
if !([_unit, _range, _item select 0, _item select 1, _triggerClassname] call FUNC(checkDetonateHandlers)) exitWith {false};
if (isNull (_item select 0)) then {
WARNING_1("Explosive is null [%1]",_this);
};
[QGVAR(detonate), [_unit, _item select 0, _item select 1]] call CBA_fnc_serverEvent;
_result