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* compat(spe): initial * --changed csw/turrets * disable spe disassemble * csw: all mortars done * more cleanup * add missing hearing protection * final cleanup * goofed and removed too much * ok all done * formatting * remove adt * -+ updated frameworks - Ballistics Framework Finished (Infantry Weapons) - Wirecutter & Trench Framework Finished (Vests/Backpacks) - Explosives Framework Finished (Added backward support for IFA3 Detonator/Firecord) - Crew Served Weapons Framework Finished (Fixed Assemble/Disassemble) * formatting * Require HEMTT v1.7.2 * cleanup tabs / formating * Apply suggestions from code review Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: ZluskeN <pontux@gmail.com> * split to subcomponents, fix ubcs * swap has_include for skipWhenMissingDependencies * fix explosives * add pdumies for ww2 * Apply suggestions from code review Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> * cleanup sten duplicate configs * move hearing to macro * fix macro repaclement * Use `SUBADDON` * Move `addonRootClass` to bottom of CfgPatches * Relative includes * move config macro includes to config.cpp * comment off csw changes for now * Update .hemtt/project.toml --------- Co-authored-by: Coldfront15 <born2toot2@gmail.com> Co-authored-by: Brett Mayson <brett@joinoffstreet.com> Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> Co-authored-by: ZluskeN <pontux@gmail.com> Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
41 lines
1.0 KiB
Plaintext
41 lines
1.0 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: veteran29
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* Custom wound handler for SOG: PF explosive incendiary ammunition.
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* Determines if the unit should be ignited and passes the damage to other wound handlers.
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Damage done to each body part <ARRAY>
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* 2: Type of the damage done <STRING>
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*
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* Return Value:
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* Input <ARRAY>
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*
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* Example:
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* [player, [[0.5, "Body", 5]]] call ace_compat_spe_fnc_woundsHandlerIncendiary
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*
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* Public: No
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*/
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#define BURN_THRESHOLD 1
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params ["_unit", "_damages"];
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TRACE_2("woundsHandlerIncendiary",_unit,_damages);
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private _fireDamage = 0;
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{
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_x params ["", "", "_damage"];
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_fireDamage = _fireDamage + _damage;
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} forEach _damages;
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private _intensity = linearConversion [0, 20, _fireDamage, 0, 10, true];
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TRACE_2("",_intensity,_fireDamage);
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if (_intensity > BURN_THRESHOLD) then {
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TRACE_2("Setting unit ablaze",_intensity,BURN_THRESHOLD);
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["ace_fire_burn", [_unit, _intensity]] call CBA_fnc_globalEvent;
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};
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_this // return
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