ACE3/addons/cookoff/functions/fnc_engineFireLocal.sqf
johnb432 c44a1e7ea7
Cookoff - Mini-Rewrite (#9758)
* Cook-off improvements

* More changes

* Update fnc_getVehicleAmmo.sqf

* Better engine fire placement

* Update fnc_detonateAmmunition.sqf

* Update XEH_postInit.sqf

* Update fnc_getVehicleAmmo.sqf

* Update events-framework.md

* Various improvements

* Separate effect handling

* Tweaks

* Update XEH_postInit.sqf

* Prevent double ammo detonation

* Fixed objects not being able to cook-off again

* Added incendiary rounds as source of box cookoff

* Converted enable setting to bool

* Fixed brackets

* Update fnc_cookOff.sqf

* Update CfgEden.hpp

* Removed GVAR(enable), added GVAR(enableFire) back

* Update initSettings.inc.sqf

* Update events-framework.md

* Update addons/cookoff/functions/fnc_cookOffEffect.sqf

* Restructured, redid API events

* Fix effect for JIP, minor optimisations

* Removed `cbaSettings_settingChanged`

* Renamed variables, tweaked string table entries

* Update fire damage #9991

* Capitalize comments again

* Fix cookoff for very short durations and fix effect removal being too quick
2024-06-05 12:36:39 -07:00

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#include "..\script_component.hpp"
/*
* Author: KoffeinFlummi, commy2, johnb43
* Start fire in engine block of a car.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: End time <NUMBER>
*
* Return Value:
* None
*
* Example:
* [cursorObject, CBA_missionTime + 10] call ace_cookoff_fnc_engineFireLocal
*
* Public: No
*/
params ["_vehicle", "_endTime"];
// For JIP players and if the time wasn't set properly
if (_endTime < CBA_missionTime) exitWith {};
private _smoke = objNull;
if (hasInterface) then {
private _hitPoints = getAllHitPointsDamage _vehicle;
// Get hitpoint for engine
private _index = (_hitPoints select 0) findIf {_x == "hitengine"};
// Get corresponding selection
private _position = if (_index != -1) then {
_vehicle selectionPosition [(_hitPoints select 1) select _index, "HitPoints", "AveragePoint"]
} else {
[0, 0, 0]
};
if (_position isEqualTo [0, 0, 0]) then {
// Get offset for engine smoke if there is one
private _offset = getArray (configOf _vehicle >> QGVAR(engineSmokeOffset));
if (_offset isEqualTo []) then {
_offset = [0, 0, 0];
};
_position = [
0,
(boundingBoxReal _vehicle select 1 select 1) - 2,
(boundingBoxReal _vehicle select 0 select 2) + 2
] vectorAdd _offset;
};
// Spawn smoke
_smoke = createVehicleLocal ["#particlesource", ASLToAGL getPosASL _vehicle, [], 0, "CAN_COLLIDE"];;
_smoke setParticleClass "ObjectDestructionSmoke1_2Smallx";
_smoke attachTo [_vehicle, _position];
};
[{
(_this select 0) params ["_vehicle", "_smoke", "_endTime"];
if (alive _vehicle && {_vehicle getHitPointDamage "HitEngine" >= 0.9} && {CBA_missionTime < _endTime}) exitWith {};
(_this select 1) call CBA_fnc_removePerFrameHandler;
deleteVehicle _smoke;
if (!isServer || {isNull _vehicle}) exitWith {};
// Reset variable, so engine can smoke again in the future
_vehicle setVariable [QGVAR(isEngineSmoking), nil, true];
private _jipID = _vehicle getVariable QGVAR(engineFireJipID);
if (isNil "_jipID") exitWith {};
_jipID call CBA_fnc_removeGlobalEventJIP;
_vehicle setVariable [QGVAR(engineFireJipID), nil];
}, 5, [_vehicle, _smoke, _endTime]] call CBA_fnc_addPerFrameHandler;