#include "script_component.hpp" [QGVAR(cookOffBoxLocal), LINKFUNC(cookOffBoxLocal)] call CBA_fnc_addEventHandler; [QGVAR(cookOffLocal), LINKFUNC(cookOffLocal)] call CBA_fnc_addEventHandler; [QGVAR(engineFireLocal), LINKFUNC(engineFireLocal)] call CBA_fnc_addEventHandler; [QGVAR(smoke), LINKFUNC(smoke)] call CBA_fnc_addEventHandler; if (isServer) then { [QGVAR(cookOffBoxServer), LINKFUNC(cookOffBoxServer)] call CBA_fnc_addEventHandler; [QGVAR(cookOffServer), LINKFUNC(cookOffServer)] call CBA_fnc_addEventHandler; [QGVAR(detonateAmmunitionServer), LINKFUNC(detonateAmmunitionServer)] call CBA_fnc_addEventHandler; [QGVAR(engineFireServer), LINKFUNC(engineFireServer)] call CBA_fnc_addEventHandler; }; // Handle cleaning up effects when objects are deleted mid cook-off ["AllVehicles", "Deleted", { { deleteVehicle _x; } forEach ((_this select 0) getVariable [QGVAR(effects), []]); }, true, ["CAManBase", "StaticWeapon"], true] call CBA_fnc_addClassEventHandler; ["ReammoBox_F", "Deleted", { { deleteVehicle _x; } forEach ((_this select 0) getVariable [QGVAR(effects), []]); }, true, [], true] call CBA_fnc_addClassEventHandler; // Raised when the flames have subsided or after the ammo of a box has finished cooking off [QGVAR(cleanupEffects), { params ["_object"]; { deleteVehicle _x; } forEach (_object getVariable [QGVAR(effects), []]); _object setVariable [QGVAR(effects), nil]; }] call CBA_fnc_addEventHandler; // Ammo box damage handling ["ReammoBox_F", "init", { // Calling this function inside curly brackets allows the usage of "exitWith", which would be broken with "HandleDamage" otherwise (_this select 0) addEventHandler ["HandleDamage", {_this call FUNC(handleDamageBox)}]; }, true, [], true] call CBA_fnc_addClassEventHandler; // Vehicle ammo cook-off (secondary explosions) ["AllVehicles", "Killed", { if (!GVAR(enableAmmoCookoff) || {GVAR(ammoCookoffDuration) == 0}) exitWith {}; params ["_vehicle", "", "", "_useEffects"]; if (_useEffects && {_vehicle getVariable [QGVAR(enableAmmoCookoff), true]}) then { // We don't need to pass source and instigator, as vehicle is already dead [QGVAR(detonateAmmunitionServer), [ _vehicle, false, objNull, objNull, random [MIN_AMMO_DETONATION_START_DELAY, (MIN_AMMO_DETONATION_START_DELAY + MAX_AMMO_DETONATION_START_DELAY) / 2, MAX_AMMO_DETONATION_START_DELAY] ]] call CBA_fnc_serverEvent; }; }, true, ["CAManBase", "StaticWeapon"], true] call CBA_fnc_addClassEventHandler; if (hasInterface) then { // Plays a sound locally, so that different sounds can be used for various distances [QGVAR(playCookoffSound), { params ["_object", "_sound"]; if (isNull _object) exitWith {}; private _distance = _object distance (positionCameraToWorld [0, 0, 0]); TRACE_2("",_object,_sound); // 3 classes of distances: close, mid and far, each having different sound files private _classDistance = switch (true) do { case (_distance < DISTANCE_CLOSE): {"close"}; case (_distance < DISTANCE_MID): {"mid"}; default {"far"}; }; _sound = format [QGVAR(%1_%2_%3), _sound, _classDistance, floor (random 3) + 1]; TRACE_1("",_sound); // Allows other mods to change sounds for cook-off _sound = getArray (configFile >> "CfgSounds" >> _sound >> "sound"); if (_sound isEqualTo []) exitWith {}; _sound params ["_sound", "_volume", "_pitch", "_maxDistance"]; if (_distance > _maxDistance) exitWith {}; // Make sure file exists, so RPT isn't spammed with non-existent entry errors if (!fileExists _sound) exitWith {}; // Obeys speed of sound and takes doppler effects into account playSound3D [_sound, objNull, false, getPosASL _object, _volume, _pitch + (random 0.2) - 0.1, _maxDistance, 0, true]; }] call CBA_fnc_addEventHandler; };