ACE3/addons/grenades/functions/fnc_incendiary.sqf
johnb432 8fc093de8f
Grenades - Code cleanup (#9979)
* Improved various aspects of grenades

* Update addons/grenades/functions/fnc_flashbangExplosionEH.sqf

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>

* Update addons/grenades/functions/fnc_incendiary.sqf

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>

* Update addons/grenades/functions/fnc_incendiary.sqf

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>

* Update fnc_flashbangExplosionEH.sqf

* More cleanup

* Update fnc_incendiary.sqf

* Update fnc_incendiary.sqf

* Update fnc_flashbangThrownFuze.sqf

* Update fnc_flashbangThrownFuze.sqf

* Update addons/grenades/functions/fnc_nextMode.sqf

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/grenades/functions/fnc_flashbangExplosionEH.sqf

* Update addons/grenades/functions/fnc_incendiary.sqf

* Removed fix that is included in another PR

* Update fnc_incendiary.sqf

* Messed up merge conflict resolution

---------

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-06-18 01:05:01 -07:00

223 lines
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#include "..\script_component.hpp"
/*
* Author: commy2
* Makes an incendiary grenade burn.
*
* Arguments:
* 0: Incendiary grenade <OBJECT>
* 1: Incendiary lifetime <OBJECT>
* 2: Instigator's side <SIDE>
*
* Return Value:
* None
*
* Example:
* [_nade, 60] call ace_grenades_fnc_incendiary
*
* Public: No
*/
#define ALERT_NEAR_ENEMY_RANGE 60
#define PARTICLE_LIFE_TIME 2
#define PARTICLE_DENSITY 20
#define PARTICLE_SIZE 1
#define PARTICLE_SPEED 1
#define PARTICLE_SMOKE_LIFE_TIME 5
#define PARTICLE_SMOKE_DENSITY 5
#define PARTICLE_SMOKE_SIZE 0.5
#define PARTICLE_SMOKE_SPEED 1
#define PARTICLE_SMOKE_LIFTING 1
#define PARTICLE_SMOKE_WIND_EFFECT 1
#define ORIENTATION 5.4
#define EXPANSION 1
#define DESTRUCTION_RADIUS 1.8
#define SEARCH_RADIUS 5
params ["_projectile", "_timeToLive", "_center"];
if (isNull _projectile) exitWith {TRACE_1("null",_projectile);};
private _position = position _projectile;
// Alert nearby hostile AI
private _nearLocalEnemies = [];
{
{
if (local _x && {[_center, side group _x] call BIS_fnc_sideIsEnemy}) then { // WE WANT THE OBJECT'S SIDE HERE!
_nearLocalEnemies pushBackUnique _x;
};
} forEach crew _x;
} forEach (_position nearObjects ALERT_NEAR_ENEMY_RANGE); //@todo replace with nearEntities in 2.18
{
if (behaviour _x in ["SAFE", "AWARE"]) then {
_x setBehaviour "COMBAT";
};
} forEach _nearLocalEnemies;
// Fire particles
private _fire = "#particlesource" createVehicleLocal _position;
_fire setParticleParams [
["\A3\data_f\ParticleEffects\Universal\Universal",16,10,32],
"",
"billboard",
1,
PARTICLE_LIFE_TIME,
[0,0,0],
[0, 0, 0.4 * PARTICLE_SPEED],
0,
0.0565,
0.05,
0.03,
[0.9 * PARTICLE_SIZE, 0],
[
[0.5,0.5,0.5,-0],
[0.5,0.5,0.5,-1],
[0.5,0.5,0.5,-1],
[0.5,0.5,0.5,-1],
[0.5,0.5,0.5,-1],
[0.5,0.5,0.5,0]
],
[1],
0.01,
0.02,
"",
"",
_projectile,
ORIENTATION,
false,
-1,
[[3,3,3,0]]
];
_fire setParticleRandom [PARTICLE_LIFE_TIME / 4, [0.15 * EFFECT_SIZE, 0.15 * EFFECT_SIZE, 0], [0.2,0.2,0], 0.4, 0, [0,0,0,0], 0, 0, 0.2];
_fire setParticleFire [1.2,1.0,0.1];
_fire setDropInterval (1 / PARTICLE_DENSITY);
// Smoke particles
private _smoke = "#particlesource" createVehicleLocal _position;
_smoke setParticleParams [
["\A3\data_f\ParticleEffects\Universal\Universal_02",8,0,40,1],
"",
"billboard",
1,
PARTICLE_SMOKE_LIFE_TIME,
[0,0,0],
[0, 0, 2 * PARTICLE_SMOKE_SPEED],
0,
0.05,
0.04 * PARTICLE_SMOKE_LIFTING,
0.05 * PARTICLE_SMOKE_WIND_EFFECT,
[1 * PARTICLE_SMOKE_SIZE + 1, 1.8 * PARTICLE_SMOKE_SIZE + 15],
[
[0.7,0.7,0.7,0.7],
[0.7,0.7,0.7,0.6],
[0.7,0.7,0.7,0.45],
[0.84,0.84,0.84,0.28],
[0.84,0.84,0.84,0.16],
[0.84,0.84,0.84,0.09],
[0.84,0.84,0.84,0.06],
[1,1,1,0.02],
[1,1,1,0]
],
[1,0.55,0.35],
0.1,
0.08 * EXPANSION,
"",
"",
_projectile
];
_smoke setParticleRandom [PARTICLE_SMOKE_LIFE_TIME / 2, [0.5 * EFFECT_SIZE, 0.5 * EFFECT_SIZE, 0.2 * EFFECT_SIZE], [0.3,0.3,0.5], 1, 0, [0,0,0,0.06], 0, 0];
_smoke setDropInterval (1 / PARTICLE_SMOKE_DENSITY);
// Light
private _light = "#lightpoint" createVehicleLocal (_position vectorAdd [0,0,0.5]);
_light setLightBrightness 1.0;
_light setLightColor [1,0.65,0.4];
_light setLightAmbient [0.15,0.05,0];
_light setLightIntensity (50 + 400 * ((PARTICLE_SIZE + EFFECT_SIZE) / 2));
_light setLightAttenuation [0,0,0,1];
_light setLightDayLight false;
_light lightAttachObject [_projectile, [0,0,0]];
// Sound
private _sound = objNull;
if (isServer) then {
_sound = createSoundSource ["Sound_Fire", _position, [], 0];
private _radius = 1.5 * getNumber (configOf _projectile >> "indirectHitRange");
private _intensity = getNumber (configOf _projectile >> "hit");
[QEGVAR(fire,addFireSource), [_projectile, _radius, _intensity, _projectile, {
params ["_endTime", "_projectile"];
// If incendiary no longer exists, exit
if (isNull _projectile) exitWith {
false // return
};
// Need to get the position every time, as grenade might have been moved
private _position = position _projectile;
{
// Damage vehicles
[QGVAR(damageEngineAndWheels), [_x, _position], _x] call CBA_fnc_targetEvent;
} forEach (_position nearEntities ["Car", SEARCH_RADIUS]);
CBA_missionTime < _endTime // return
}, [CBA_missionTime + _timeToLive, _projectile]]] call CBA_fnc_serverEvent;
};
[{
{deleteVehicle _x} forEach _this;
}, [_fire, _smoke, _light, _sound], _timeToLive] call CBA_fnc_waitAndExecute;
// Damage
{
// Inflame fireplace, barrels etc.
_x inflame true;
// Destroy nearby static weapons and ammo boxes
if (_x isKindOf "StaticWeapon" || {_x isKindOf "ACE_RepairItem_Base"}) then {
_x setDamage 1;
continue;
};
if (_x isKindOf "ReammoBox_F") then {
if (
(["ace_cookoff"] call EFUNC(common,isModLoaded)) &&
{EGVAR(cookoff,enableAmmobox)} &&
{EGVAR(cookoff,ammoCookoffDuration) != 0} &&
{_x getVariable [QEGVAR(cookoff,enableAmmoCookoff), true]}
) then {
[QEGVAR(cookOff,cookOffBoxServer), _box] call CBA_fnc_serverEvent;
} else {
_x setDamage 1;
};
continue;
};
// Delete nearby ground weapon holders
if (_x isKindOf "WeaponHolder" || {_x isKindOf "WeaponHolderSimulated"}) then {
deleteVehicle _x;
};
} forEach ((_position nearObjects DESTRUCTION_RADIUS) select {local _x && {isDamageAllowed _x}});
{
// Damage vehicles (locality is checked in FUNC(damageEngineAndWheels))
[_x, _position] call FUNC(damageEngineAndWheels);
} forEach (_position nearEntities ["Car", SEARCH_RADIUS]);