#include "script_component.hpp" /* * Author: KoffeinFlummi, commy2, SilentSpike * Start a cook-off in the given ammo box. * * Arguments: * 0: Ammo box * * Return Value: * None * * Example: * [_box] call ace_cookoff_fnc_cookOffBox * * Public: No */ params ["_box"]; if (_box getVariable [QGVAR(isCookingOff), false]) exitWith {}; _box setVariable [QGVAR(isCookingOff), true]; if (local _box) then { [QGVAR(cookOffBox), _box] call CBA_fnc_globalEvent; }; [{ params ["_box"]; // Box will start smoking private _smoke = "#particlesource" createVehicleLocal [0,0,0]; _smoke setParticleClass "AmmoSmokeParticles2"; _smoke attachTo [_box, [0,0,0]]; private _effects = [_smoke]; if (isServer) then { private _sound = createSoundSource ["Sound_Fire", position _box, [], 0]; _effects pushBack _sound; }; [{ params ["_box", "_effects"]; // These functions are smart and do all the cooking off work if (local _box) then { if (GVAR(ammoCookoffDuration) == 0) exitWith {}; ([_box] call FUNC(getVehicleAmmo)) params ["_mags", "_total"]; [_box, _mags, _total] call FUNC(detonateAmmunition); // This shit is busy being on fire, magazines aren't accessible/usable clearMagazineCargoGlobal _box; }; // Light the fire (also handles lighting) private _fire = "#particlesource" createVehicleLocal [0,0,0]; _fire setParticleClass "AmmoBulletCore"; _fire attachTo [_box, [0,0,0]]; _effects pushBack _fire; [{ params ["_box", "_effects"]; { deleteVehicle _x; } forEach _effects; if (local _box) then { _box setDamage 1; }; }, [_box, _effects], COOKOFF_TIME_BOX] call CBA_fnc_waitAndExecute; // TODO: Change so that box is alive until no ammo left, with locality in mind }, [_box, _effects], SMOKE_TIME] call CBA_fnc_waitAndExecute; }, _box, IGNITE_TIME] call CBA_fnc_waitAndExecute;