#include "..\script_component.hpp" /* * Author: tcvm * Run once per second in a PFH. Update screen effects with burn indicator. * * Arguments: * 0: Unit on fire * 1: PFH Handle * * Return Value: * None * * Example: * [player, _pfhID] call ace_fire_fnc_burnIndicator * * Public: No */ params ["_unit", "_pfhID"]; if (!alive _unit || {!(_unit call FUNC(isBurning))}) exitWith { _pfhID call CBA_fnc_removePerFrameHandler; _unit setVariable [QGVAR(burnUIPFH), nil]; }; // Don't show burn overlay if unconscious or dead if !(_unit call EFUNC(common,isAwake)) exitWith {}; private _iteration = _unit getVariable [QGVAR(indicatorIteration), 0]; if (_iteration == 0) then { QGVAR(indicatorLayer) cutRsc [QGVAR(onFire1), "PLAIN"]; _iteration = 1; } else { QGVAR(indicatorLayer) cutRsc [QGVAR(onFire2), "PLAIN"]; _iteration = 0; }; _unit setVariable [QGVAR(indicatorIteration), _iteration];