ACE3/addons/vehicle_damage/functions/fnc_handleCookoff.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

72 lines
2.3 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: tcvm
* Checks hitpoint damage and determines if a vehicle should cook off.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Chance of fire <NUMBER>
* 2: Intensity of cookoff <NUMBER>
* 3: Source of damage <OBJECT>
* 4: Person who caused damage <OBJECT>
* 5: Part of vehicle which got hit <STRING> (default: "")
* 6: Whether or not the vehicle can spawn ring-fire effect <BOOL> (default: false)
* 7: Whether or not the vehicle can spawn jet-fire effect <BOOL> (default: true)
*
* Return Value:
* If vehicle started or already cooking off <BOOL>
*
* Example:
* [cursorObject, 0.1, 5, player, player] call ace_vehicle_damage_fnc_handleCookoff
*
* Public: No
*/
params ["_vehicle", "_chanceOfFire", "_intensity", "_source", "_instigator", ["_hitPart", ""], ["_canRing", true], ["_canJet", true]];
TRACE_8("handleCookoff",_vehicle,_chanceOfFire,_intensity,_source,_instigator,_hitPart,_canRing,_canJet);
// Ignore if the vehicle is already cooking off
if (_vehicle getVariable [QEGVAR(cookoff,isCookingOff), false]) exitWith {
TRACE_3("already cooking off",_vehicle,_chanceOfFire,_intensity);
true // return
};
_chanceOfFire = _chanceOfFire * EGVAR(cookoff,probabilityCoef);
// Failure to cook off
if (_chanceOfFire == 0 || {_chanceOfFire < random 1}) exitWith {
TRACE_3("no cook-off",_vehicle,_chanceOfFire,_intensity);
false // return
};
// Vehicle will cook off
private _configOf = configOf _vehicle;
private _fireDetonateChance = getNumber (_configOf >> QGVAR(detonationDuringFireProb));
if (_canRing) then {
_canRing = getNumber (_configOf >> QGVAR(canHaveFireRing)) == 1;
};
if (_canJet) then {
_canJet = getNumber (_configOf >> QEGVAR(cookoff,canHaveFireJet)) == 1;
};
private _delaySmoke = _chanceOfFire < random 1;
private _detonateAfterCookoff = (_fireDetonateChance / 4) > random 1;
private _source = "";
if (_hitPart == "engine") then {
_source = ["hit_engine_point", "HitPoints"];
};
[QEGVAR(cookOff,cookOffServer), [_vehicle, _intensity, _injurer, _injurer, _delayWithSmoke, _fireDetonateChance, _detonateAfterCookoff, _source, _canRing, _canJet]] call CBA_fnc_serverEvent;
TRACE_4("cooking-off",_vehicle,_chanceOfFire,_delaySmoke,_detonateAfterCookoff);
// Abandon vehicle
_vehicle call FUNC(abandon);
true // return