#include "..\script_component.hpp" /* * Author: johnb43 * Makes a unit catch fire. Only call from targeted events, is applied globally. * * Arguments: * 0: Unit * 1: Fire intensity * 2: Fire instigator (default: objNull) * * Return Value: * None * * Example: * [player, 4] call ace_fire_fnc_burn * * Public: No */ if (!EGVAR(common,settingsInitFinished)) exitWith { EGVAR(common,runAtSettingsInitialized) pushBack [LINKFUNC(burn), _this]; }; if (!GVAR(enabled)) exitWith {}; params ["_unit", "_intensity", ["_instigator", objNull]]; TRACE_3("burn",_unit,_intensity,_instigator); if (BURN_MIN_INTENSITY > _intensity) exitWith { TRACE_3("intensity is too low",_unit,_intensity,BURN_MIN_INTENSITY); }; // Check if unit is remote (objNull is remote) if (!local _unit) exitWith { TRACE_1("unit is null or not local",_unit); }; // Check if the unit can burn (takes care of spectators and curators) if (getNumber (configOf _unit >> "isPlayableLogic") == 1 || {!(_unit isKindOf "CAManBase")}) exitWith { TRACE_1("unit is virtual or not a man",_unit); }; // If unit is invulnerable, don't burn the unit if !(isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) exitWith { TRACE_1("unit is invulnerable",_unit); }; private _eyePos = eyePos _unit; // Check if unit is mostly submerged in water if (surfaceIsWater _eyePos && {(_eyePos select 2) < 0.1}) exitWith { TRACE_1("unit is in water",_unit); }; // If unit is already burning, update intensity, but don't add another PFH if (_unit call FUNC(isBurning)) exitWith { // Only allow intensity to be increased if (_intensity <= (_unit getVariable [QGVAR(intensity), 0])) exitWith { TRACE_2("unit already burning, no intensity update",_unit,_intensity); }; TRACE_2("unit already burning, updating intensity",_unit,_intensity); _unit setVariable [QGVAR(intensity), _intensity, true]; }; TRACE_2("setting unit ablaze",_unit,_intensity); _unit setVariable [QGVAR(intensity), _intensity, true]; // Fire simulation (fire sources are handled differently) [QGVAR(burnSimulation), [_unit, _instigator], _unit] call CBA_fnc_targetEvent; // Spawn effects for unit private _burnEffectsJipID = [QGVAR(burnEffects), _unit] call CBA_fnc_globalEventJIP; [_burnEffectsJipID, _unit] call CBA_fnc_removeGlobalEventJIP; _unit setVariable [QGVAR(jipID), _burnEffectsJipID, true];