ACE3/addons/cookoff/functions/fnc_cookOffBox.sqf
PabstMirror bce0913019 Cookoff - add function to get ammo (#4779)
* Cookoff - add function to get ammo

Fix #4565 - Function adds virtual ammo for rearm vehicles
Remove FUNC(secondaryExplosions) - which duplicatd detonateAmunition
Tweak timeBetweenAmmoDetonation calculation to use all ammo, not just
the current mag
Allow GVAR(enableAmmoCookoff) effect to work with GVAR(enable)=false

* Fix header

* Cleanup getting ammo from turrets
2017-01-04 15:35:54 -06:00

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/*
* 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
*/
#include "script_component.hpp"
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 (_box getVariable [QGVAR(enableAmmoCookoff), GVAR(enableAmmoCookoff)]) then {
([_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], 45 + random 75] call CBA_fnc_waitAndExecute; // Give signifcant time for ammo cookoff to occur (perhaps keep the box alive until all cooked off?)
}, [_box, _effects], 3 + random 15] call CBA_fnc_waitAndExecute;
}, _box, 0.5 + random 5] call CBA_fnc_waitAndExecute;