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173 lines
5.8 KiB
Plaintext
173 lines
5.8 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Glowbal, johnb43
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* Detonates ammunition from an object (e.g. vehicle or crate) until no ammo is left.
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*
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* Arguments:
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* 0: Object <OBJECT>
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* 1: Destroy when finished <BOOL>
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* 2: Source <OBJECT>
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* 3: Instigator <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [cursorObject, true, player, player] call ace_cookoff_fnc_detonateAmmunitionServerLoop
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*
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* Public: No
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*/
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params ["_object", "_destroyWhenFinished", "_source", "_instigator"];
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if (isNull _object) exitWith {};
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(_object getVariable QGVAR(cookoffMagazines)) params ["_magazines", "_totalAmmo"];
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private _hasFinished = _totalAmmo <= 0 || {_magazines isEqualTo []};
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// If the cook-off has finished or been interrupted, clean up the effects for boxes (no vehicle effects)
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if (
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_hasFinished ||
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{underwater _object} ||
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{private _posASL = getPosWorld _object; surfaceIsWater _posASL && {(_posASL select 2) < 0}} || // Underwater is not very reliable, so use model center instead
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{GVAR(ammoCookoffDuration) == 0} ||
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{!([GVAR(enableAmmoCookoff), GVAR(enableAmmobox)] select (_object isKindOf "ReammoBox_F"))} ||
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{!(_object getVariable [QGVAR(enableAmmoCookoff), true])}
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) exitWith {
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// Box cook-off fire ends after the ammo has detonated (vehicle cook-off fire does not depend on the ammo detonation)
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if (_object isKindOf "ReammoBox_F") then {
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[QGVAR(cleanupEffects), _object] call CBA_fnc_globalEvent;
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// Reset variable, so the box can cook-off again
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_object setVariable [QGVAR(isCookingOff), nil, true];
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// Remove cook-off effects from box
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private _jipID = _object getVariable QGVAR(cookoffBoxJipID);
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if (isNil "_jipID") exitWith {};
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_jipID call CBA_fnc_removeGlobalEventJIP;
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_object setVariable [QGVAR(cookoffBoxJipID), nil];
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};
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// Reset variables, so the object can detonate its ammo again
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_object setVariable [QGVAR(cookoffMagazines), nil];
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_object setVariable [QGVAR(isAmmoDetonating), nil, true];
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// If done, destroy the object if necessary
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if (_hasFinished && _destroyWhenFinished) then {
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_object setDamage [1, true, _source, _instigator];
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};
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};
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private _magazineIndex = floor random (count _magazines);
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private _magazine = _magazines select _magazineIndex;
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_magazine params ["_magazineClassname", "_ammoCount", "_spawnProjectile"];
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// Make sure ammo is at least 0
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_ammoCount = _ammoCount max 0;
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// Remove some ammo, which will be detonated
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private _removed = _ammoCount min floor (1 + random (6 / GVAR(ammoCookoffDuration)));
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_ammoCount = _ammoCount - _removed;
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if (_ammoCount <= 0) then {
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_magazines deleteAt _magazineIndex;
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} else {
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_magazine set [1, _ammoCount]; // remove ammo that was detonated
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};
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private _timeBetweenAmmoDetonation = ((random 10 / sqrt _totalAmmo) min MAX_TIME_BETWEEN_AMMO_DET) max 0.1;
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TRACE_2("",_totalAmmo,_timeBetweenAmmoDetonation);
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_totalAmmo = _totalAmmo - _removed;
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_object setVariable [QGVAR(cookoffMagazines), [_magazines, _totalAmmo]];
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// Get magazine info, which is used to spawn projectiles
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private _configMagazine = configFile >> "CfgMagazines" >> _magazineClassname;
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private _ammo = getText (_configMagazine >> "ammo");
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private _configAmmo = configFile >> "CfgAmmo" >> _ammo;
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private _simType = toLowerANSI getText (_configAmmo >> "simulation");
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private _speed = linearConversion [0, 1, random 1, 1, 20, true];
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private _effect2pos = _object selectionPosition "destructionEffect2";
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// Spawns the projectiles, making them either fly in random directions or explode
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private _fnc_spawnProjectile = {
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// If the magazines are inside of the cargo (inventory), don't let their projectiles escape the interior of the vehicle
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if (!_spawnProjectile) exitWith {};
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params ["_flyAway"];
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private _spawnPos = _object modelToWorld [-0.2 + random 0.4, -0.2 + random 0.4, random 3];
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if (_spawnPos select 2 < 0) then {
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_spawnPos set [2, 0];
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};
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private _projectile = createVehicle [_ammo, _spawnPos, [], 0, "CAN_COLLIDE"];
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if (_flyAway) then {
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private _vectorAmmo = [-1 + random 2, -1 + random 2, -0.2 + random 1];
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private _vectorVelocity = _vectorAmmo vectorMultiply _speed;
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_projectile setVectorDir _vectorVelocity;
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_projectile setVelocity _vectorVelocity;
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} else {
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triggerAmmo _projectile;
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};
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};
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switch (_simType) do {
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case "shotbullet": {
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[QGVAR(playCookoffSound), [_object, _simType]] call CBA_fnc_globalEvent;
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if (random 1 < 0.6) then {
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true call _fnc_spawnProjectile;
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};
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};
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case "shotshell": {
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[QGVAR(playCookoffSound), [_object, _simType]] call CBA_fnc_globalEvent;
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if (random 1 < 0.15) then {
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true call _fnc_spawnProjectile;
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};
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};
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case "shotgrenade": {
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if (random 1 < 0.9) then {
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_speed = 0;
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};
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(random 1 < 0.5) call _fnc_spawnProjectile;
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};
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case "shotrocket";
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case "shotmissile";
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case "shotsubmunitions": {
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if (random 1 < 0.1) then {
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[QGVAR(playCookoffSound), [_object, _simType]] call CBA_fnc_globalEvent;
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(random 1 < 0.3) call _fnc_spawnProjectile;
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} else {
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createVehicle ["ACE_ammoExplosionLarge", _object modelToWorld _effect2pos, [], 0 , "CAN_COLLIDE"];
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};
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};
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case "shotdirectionalbomb";
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case "shotmine": {
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if (random 1 < 0.5) then {
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// _speed should be 0, but as it doesn't fly away, no need to set _speed
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false call _fnc_spawnProjectile;
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};
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};
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case "shotilluminating": {
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if (random 1 < 0.15) then {
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(random 1 < 0.3) call _fnc_spawnProjectile;
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};
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};
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};
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// Detonate the remaining ammo after a delay
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[LINKFUNC(detonateAmmunitionServerLoop), [_object, _destroyWhenFinished, _source, _instigator], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
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