#include "..\script_component.hpp" /* * Author: tcvm, johnb43 * Makes object catch fire. Only call from targeted events, is applied globally. * * Arguments: * 0: Vehicle * 1: Intensity of fire * 2: Instigator of fire (default: objNull) * * Return Value: * None * * Example: * [player, 4] call ace_fire_fnc_burn * * Public: No */ if !(EGVAR(common,settingsInitFinished)) exitWith { EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(burn), _this]; }; if (!GVAR(enabled)) exitWith {}; params ["_unit", "_intensity", ["_instigator", objNull]]; // Check if unit is remote (objNull is remote) if (!local _unit) exitWith {}; // Check if the unit can burn (takes care of spectators and curators) if (getNumber (configOf _unit >> "isPlayableLogic") == 1) exitWith {}; // If unit is invulnerable, don't burn unit if !(isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) exitWith {}; // If unit is already burning, don't burn more if (_unit call FUNC(isBurning)) exitWith {}; _unit setVariable [QGVAR(intensity), _intensity, true]; // Fire simulation private _burnSimulationJipID = [QGVAR(burnSimulation), [_unit, _instigator], format [QGVAR(burnSimulation_%1), hashValue _unit]] call CBA_fnc_globalEventJIP; [_burnSimulationJipID, _unit] call CBA_fnc_removeGlobalEventJIP; // Spawn effects for unit private _burnEffectsJipID = [QGVAR(burnEffects), _unit, format [QGVAR(burnEffects_%1), hashValue _unit]] call CBA_fnc_globalEventJIP; [_burnEffectsJipID, _unit] call CBA_fnc_removeGlobalEventJIP; _unit setVariable [QGVAR(jipIDs), [_burnSimulationJipID, _burnEffectsJipID], true]; // Play screams and optional weapon dropping if (_unit call EFUNC(common,isAwake)) then { [_unit, false] call FUNC(burnReaction); };