#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"_intensity", "_condition", "_conditionArgs"]; TRACE_2("fireManagerPFH loop",_x,_y); // Remove when condition is no longer valid if !(_conditionArgs call _condition) then { TRACE_2("condition no longer valid, deleting",_x,_y); detach _fireLogic; deleteVehicle _fireLogic; GVAR(fireSources) deleteAt _x; continue; }; // Burn units (alive or dead) close to the fire {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);