ACE3/addons/cookoff/functions/fnc_detonateAmmunition.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

134 lines
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#include "script_component.hpp"
/*
* Author: Glowbal
* Detonates ammunition from a vehicle until no ammo left
*
* Arguments:
* 0: vehicle <OBJECT>
* 1: Ammo Array <ARRAY>
* 0: Magazine Classname <STRING>
* 1: Ammo Count <NUMBER>
* 2: Total Ammo Count <NUMBER>
*
* Return Value:
* None
*
* Example:
* [_vehicle, magazinesAmmo _vehicle] call ace_cookoff_fnc_detonateAmmunition
*
* Public: No
*/
#define MAX_TIME_BETWEEN_AMMO_DET 25
params ["_vehicle", "_magazines", "_totalAmmo"];
if (isNull _vehicle) exitWith {}; // vehicle got deleted
if (_magazines isEqualTo []) exitWith {}; // nothing to detonate anymore
if (underwater _vehicle) exitWith {};
private _magazineIndex = floor random(count _magazines);
private _magazine = _magazines select _magazineIndex;
_magazine params ["_magazineClassname", "_amountOfMagazines"];
if (_amountOfMagazines > 0) exitWith {
private _removed = _amountOfMagazines min floor(1 + random(6 / GVAR(ammoCookoffDuration)));
_amountOfMagazines = _amountOfMagazines - _removed;
if (_amountOfMagazines <= 0) then {
_magazines deleteAt _magazineIndex;
} else {
_magazine set [1, _amountOfMagazines]; // clear out the magazine
};
private _timeBetweenAmmoDetonation = (((random 10) / (sqrt _totalAmmo)) min MAX_TIME_BETWEEN_AMMO_DET) max 0.1;
TRACE_2("",_totalAmmo,_timeBetweenAmmoDetonation);
_totalAmmo = _totalAmmo - _removed;
private _ammo = getText (configFile >> "CfgMagazines" >> _magazineClassname >> "ammo");
private _ammoCfg = configFile >> "CfgAmmo" >> _ammo;
private _speedOfAmmo = getNumber (configFile >> "CfgMagazines" >> _magazineClassname >> "initSpeed");
private _simType = getText (_ammoCfg >> "simulation");
private _effect2pos = _vehicle selectionPosition "destructionEffect2";
private _spawnProjectile = {
params ["_vehicle", "_ammo", "_speed", "_flyAway"];
private _spawnPos = _vehicle modelToWorld [-0.2 + (random 0.4), -0.2 + (random 0.4), random 3];
if (_spawnPos select 2 < 0) then {
_spawnPos set [2, 0];
};
private _projectile = createVehicle [_ammo, _spawnPos, [], 0, "CAN_COLLIDE"];
if (_flyAway) then {
private _vectorAmmo = [(-1 + (random 2)), (-1 + (random 2)), -0.2 + (random 1)];
private _velVec = _vectorAmmo vectorMultiply _speed;
_projectile setVectorDir _velVec;
_projectile setVelocity _velVec;
} else {
_projectile setDamage 1;
};
_projectile;
};
private _speed = random (_speedOfAmmo / 10) max 1;
if (toLower _simType == "shotbullet") then {
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\light_crack_close.wss)), QUOTE(PATHTO_R(sounds\light_crack_close_filtered.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1250];
if (random 1 < 0.6) then {
[_vehicle, _ammo, _speed, true] call _spawnProjectile;
};
};
if (toLower _simType == "shotshell") then {
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1300];
if (random 1 < 0.15) then {
[_vehicle, _ammo, _speed, random 1 < 0.15] call _spawnProjectile;
};
};
if (toLower _simType == "shotgrenade") then {
if (random 1 < 0.9) then {
_speed = 0;
};
[_vehicle, _ammo, _speed, random 1 < 0.5] call _spawnProjectile;
};
if (toLower _simType in ["shotrocket", "shotmissile", "shotsubmunitions"]) then {
if (random 1 < 0.1) then {
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\cannon_crack_close.wss)), QUOTE(PATHTO_R(sounds\cannon_crack_close_filtered.wss))];
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 3, 1, 1600];
[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
} else {
createvehicle ["ACE_ammoExplosionLarge", (_vehicle modelToWorld _effect2pos), [], 0 , "CAN_COLLIDE"];
};
};
if (toLower _simType in ["shotdirectionalbomb", "shotmine"]) then {
if (random 1 < 0.5) then {
// Not all explosives detonate on destruction, some have scripted alternatives
private _scripted = getNumber (_ammoCfg >> "triggerWhenDestroyed") == 1;
if !(_scripted) then {
_ammo = getText (_ammoCfg >> "ace_explosives_Explosive");
};
// If a scripted alternative doesn't exist use generic explosion
if (_ammo != "") then {
[_vehicle, _ammo, 0, false] call _spawnProjectile;
} else {
createvehicle ["SmallSecondary", (_vehicle modelToWorld _effect2pos), [], 0 , "CAN_COLLIDE"];
};
};
};
if (toLower _simType == "shotilluminating") then {
if (random 1 < 0.15) then {
[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
};
};
[FUNC(detonateAmmunition), [_vehicle, _magazines, _totalAmmo], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
};
ERROR_1("mag with no ammo - %1", _magazine);