ACE3/addons/compat_spe/functions/fnc_woundsHandlerIncendiary.sqf

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Spearhead 1944 Compatibility (#9292) * compat(spe): initial * --changed csw/turrets * disable spe disassemble * csw: all mortars done * more cleanup * add missing hearing protection * final cleanup * goofed and removed too much * ok all done * formatting * remove adt * -+ updated frameworks - Ballistics Framework Finished (Infantry Weapons) - Wirecutter & Trench Framework Finished (Vests/Backpacks) - Explosives Framework Finished (Added backward support for IFA3 Detonator/Firecord) - Crew Served Weapons Framework Finished (Fixed Assemble/Disassemble) * formatting * Require HEMTT v1.7.2 * cleanup tabs / formating * Apply suggestions from code review Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: ZluskeN <pontux@gmail.com> * split to subcomponents, fix ubcs * swap has_include for skipWhenMissingDependencies * fix explosives * add pdumies for ww2 * Apply suggestions from code review Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> * cleanup sten duplicate configs * move hearing to macro * fix macro repaclement * Use `SUBADDON` * Move `addonRootClass` to bottom of CfgPatches * Relative includes * move config macro includes to config.cpp * comment off csw changes for now * Update .hemtt/project.toml --------- Co-authored-by: Coldfront15 <born2toot2@gmail.com> Co-authored-by: Brett Mayson <brett@joinoffstreet.com> Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> Co-authored-by: ZluskeN <pontux@gmail.com> Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
2023-09-25 20:37:59 +00:00
#include "..\script_component.hpp"
/*
* Author: veteran29
* Custom wound handler for SOG: PF explosive incendiary ammunition.
* Determines if the unit should be ignited and passes the damage to other wound handlers.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Damage done to each body part <ARRAY>
* 2: Type of the damage done <STRING>
*
* Return Value:
* Input <ARRAY>
*
* Example:
* [player, [[0.5, "Body", 5]]] call ace_compat_spe_fnc_woundsHandlerIncendiary
*
* Public: No
*/
#define BURN_THRESHOLD 1
params ["_unit", "_damages"];
TRACE_2("woundsHandlerIncendiary",_unit,_damages);
private _fireDamage = 0;
{
_x params ["", "", "_damage"];
_fireDamage = _fireDamage + _damage;
} forEach _damages;
private _intensity = linearConversion [0, 20, _fireDamage, 0, 10, true];
TRACE_2("",_intensity,_fireDamage);
if (_intensity > BURN_THRESHOLD) then {
TRACE_2("Setting unit ablaze",_intensity,BURN_THRESHOLD);
["ace_fire_burn", [_unit, _intensity]] call CBA_fnc_globalEvent;
};
_this // return