ACE3/addons/cookoff/functions/fnc_cookOff.sqf
commy2 2334d501d0 Fix cookoff desynch, fix #4900
Randomness would be calculated on every machine, but only vehicle explosion and sound are done by the server. Smoke, light and fire sfx are done by each client.
2017-03-14 10:04:56 +01:00

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/*
* Author: KoffeinFlummi, commy2
* Start a cook-off in the given vehicle.
*
* Arguments:
* 0: Vehicle <Object>
*
* Return Value:
* None
*
* Example:
* [(vehicle player)] call ace_cookoff_fnc_cookOff
*
* Public: No
*/
#include "script_component.hpp"
params ["_vehicle"];
if (_vehicle getVariable [QGVAR(isCookingOff), false]) exitWith {};
_vehicle setVariable [QGVAR(isCookingOff), true];
if (local _vehicle) then {
[QGVAR(cookOff), _vehicle] call CBA_fnc_remoteEvent;
};
[{
params ["_vehicle"];
private _config = _vehicle call CBA_fnc_getObjectConfig;
private _positions = getArray (_config >> QGVAR(cookoffSelections)) select {!((_vehicle selectionPosition _x) isEqualTo [0,0,0])};
if (_positions isEqualTo []) then {
WARNING_1("no valid selection for cookoff found. %1", typeOf _vehicle);
_positions pushBack "#noselection";
};
private _turretConfig = [_vehicle, [0]] call CBA_fnc_getTurret;
private _positionBarrelEnd = getText (_turretConfig >> "gunBeg");
// smoke out of cannon and hatches
private _smokeBarrel = "#particlesource" createVehicleLocal [0,0,0];
_smokeBarrel setParticleClass "MediumDestructionSmoke";
_smokeBarrel attachTo [_vehicle, [0,0,0], _positionBarrelEnd];
private _effects = [_smokeBarrel];
{
private _position = [0,-2,0];
if !(_x isEqualTo "#noselection") then {
_position = _vehicle selectionPosition _x;
};
private _smoke = "#particlesource" createVehicleLocal [0,0,0];
_smoke setParticleClass "ObjectDestructionSmoke1_2Smallx";
_smoke attachTo [_vehicle, _position];
_effects pushBack _smoke;
} forEach _positions;
[{
params ["_vehicle", "_effects", "_positions"];
// this shit is busy being on fire, can't go driving around all over the place
if (local _vehicle) then {
_vehicle setFuel 0;
};
private _light = "#lightpoint" createVehicleLocal [0,0,0];
_light setLightBrightness 0.7;
_light setLightAmbient [1,0.4,0.15];
_light setLightColor [1,0.4,0.15];
_light lightAttachObject [_vehicle, [0,0,4]];
_effects pushBack _light;
// cookoffs
{
private _position = [0,-2,0];
if !(_x isEqualTo "#noselection") then {
_position = _vehicle selectionPosition _x;
};
private _fire = "#particlesource" createVehicleLocal [0,0,0];
_fire setParticleClass QGVAR(CookOff);
_fire attachTo [_vehicle, _position];
_effects pushBack _fire;
} forEach _positions;
if (isServer) then {
private _sound = createSoundSource [QGVAR(Sound), position _vehicle, [], 0];
_effects pushBack _sound;
};
// indicator for the crew - yo, your shit's on fire
private _fnc_FlameEffect = {
params ["_vehicle", "_fnc_FlameEffect", "_counter"];
if (_vehicle == cameraOn) then {
[] call BIS_fnc_flamesEffect;
};
DEC(_counter);
if (_counter > 0) then {
[_fnc_FlameEffect, [_vehicle, _fnc_FlameEffect, _counter], 0.4] call CBA_fnc_waitAndExecute
};
};
[_vehicle, _fnc_FlameEffect, 12] call _fnc_FlameEffect; // recursive function
private _randomPosition = _vehicle getPos [100, random 360];
{
if (local _x && {!(_x call EFUNC(common,isPlayer))}) then {
_x leaveVehicle _vehicle;
_x doMove _randomPosition;
};
} forEach crew _vehicle;
[{
params ["_vehicle", "_effects"];
{
deleteVehicle _x;
} forEach _effects;
if (local _vehicle) then {
_vehicle setDamage 1;
};
}, [_vehicle, _effects], 14] call CBA_fnc_waitAndExecute;
}, [_vehicle, _effects, _positions], 10.5] call CBA_fnc_waitAndExecute;
}, _vehicle, 3] call CBA_fnc_waitAndExecute;