ACE3/addons/cookoff/functions/fnc_cookOffBox.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: KoffeinFlummi, commy2, SilentSpike
* Start a cook-off in the given ammo box.
*
* Arguments:
* 0: Ammo box <OBJECT>
*
* Return Value:
* None
*
* Example:
* [_box] call ace_cookoff_fnc_cookOffBox
*
* Public: No
*/
params ["_box"];
if (_box getVariable [QGVAR(isCookingOff), false]) exitWith {};
_box setVariable [QGVAR(isCookingOff), true];
if (local _box) then {
[QGVAR(cookOffBox), _box] call CBA_fnc_remoteEvent;
};
[{
params ["_box"];
// Box will start smoking
private _smoke = "#particlesource" createVehicleLocal [0,0,0];
_smoke setParticleClass "AmmoSmokeParticles2";
_smoke attachTo [_box, [0,0,0]];
private _effects = [_smoke];
if (isServer) then {
private _sound = createSoundSource ["Sound_Fire", position _box, [], 0];
_effects pushBack _sound;
};
[{
params ["_box", "_effects"];
// These functions are smart and do all the cooking off work
if (local _box) then {
if (GVAR(ammoCookoffDuration) == 0) exitWith {};
([_box] call FUNC(getVehicleAmmo)) params ["_mags", "_total"];
[_box, _mags, _total] call FUNC(detonateAmmunition);
// This shit is busy being on fire, magazines aren't accessible/usable
clearMagazineCargoGlobal _box;
};
// Light the fire (also handles lighting)
private _fire = "#particlesource" createVehicleLocal [0,0,0];
_fire setParticleClass "AmmoBulletCore";
_fire attachTo [_box, [0,0,0]];
_effects pushBack _fire;
[{
params ["_box", "_effects"];
{
deleteVehicle _x;
} forEach _effects;
if (local _box) then {
_box setDamage 1;
};
}, [_box, _effects], COOKOFF_TIME_BOX] call CBA_fnc_waitAndExecute; // TODO: Change so that box is alive until no ammo left, with locality in mind
}, [_box, _effects], SMOKE_TIME] call CBA_fnc_waitAndExecute;
}, _box, IGNITE_TIME] call CBA_fnc_waitAndExecute;