ACE3/addons/vehicle_damage/functions/fnc_handleDetonation.sqf
johnb432 80b2fa9a05
Vehicle damage - Code cleanup (#9831)
* 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

* Vehicle damage fixes

* Made hitpoint hash common

* Update fnc_addEventHandler.sqf

* Update fnc_medicalDamage.sqf

* Update fnc_handleBail.sqf

* Changed API

* Remove `CBA_fnc_getConfigEntry` as much as possible, as it's 2x slower

* More cleanup

* More cleanup

* Fix merging issues, remove turret tossing

* Update translations

* More cleanup

* Reverted some logic back to original, minor tweaks & fixes

* Fix undefined variable

* Cleanup

* Fixed bad logic

* Update addons/vehicle_damage/script_macros.hpp

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

* Update addons/vehicle_damage/functions/fnc_handleDamage.sqf

* Update addons/vehicle_damage/stringtable.xml

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

* Update addons/vehicle_damage/stringtable.xml

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

* Update addons/vehicle_damage/XEH_postInit.sqf

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-08-20 16:23:21 -03:00

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#include "..\script_component.hpp"
/*
* Author: tcvm, johnb43
* Checks hitpoint damage and determines if a vehicle should detonate its ammo.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Chance of detonation <NUMBER>
* 2: If the vehicle should be knocked out <BOOL>
* 3: If the crew should be injured <BOOL>
* 4: Source of damage <OBJECT>
* 5: Person who caused damage <OBJECT>
*
* Return Value:
* None
*
* Example:
* [cursorObject, 0.5, true, player, player] call ace_vehicle_damage_fnc_handleDetonation
*
* Public: No
*/
params ["_vehicle", "_chanceToDetonate", "_knockOut", "_injureCrew", "_source", "_instigator"];
// Ignore if the vehicle is already detonating ammo
if (_vehicle getVariable [QEGVAR(cookoff,isAmmoDetonating), false]) exitWith {
TRACE_2("already detonating",_vehicle,_chanceToDetonate);
if (_knockOut) then {
[_vehicle, _source, _instigator] call FUNC(knockOut);
};
_knockOut // return
};
// Failure to detonate
if (_chanceToDetonate == 0 || {_chanceToDetonate < random 1}) exitWith {
TRACE_2("no detonation",_vehicle,_chanceToDetonate);
false // return
};
// Vehicle will be detonated
if (_injureCrew) then {
{
[QGVAR(medicalDamage), [_x, _source, _instigator], _x] call CBA_fnc_targetEvent;
} forEach (crew _vehicle);
};
TRACE_2("detonation",_vehicle,_chanceToDetonate);
// Detonate the vehicle
[QEGVAR(cookoff,detonateAmmunitionServer), [_vehicle, false, _source, _instigator]] call CBA_fnc_serverEvent;
if (_knockOut) then {
[_vehicle, _source, _instigator] call FUNC(knockOut);
};
_knockOut // return