ACE3/addons/cookoff/XEH_postInit.sqf

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#include "script_component.hpp"
[QGVAR(cookOffBoxLocal), LINKFUNC(cookOffBoxLocal)] call CBA_fnc_addEventHandler;
[QGVAR(cookOffLocal), LINKFUNC(cookOffLocal)] call CBA_fnc_addEventHandler;
[QGVAR(engineFireLocal), LINKFUNC(engineFireLocal)] call CBA_fnc_addEventHandler;
[QGVAR(smoke), LINKFUNC(smoke)] call CBA_fnc_addEventHandler;
if (isServer) then {
[QGVAR(cookOffBoxServer), LINKFUNC(cookOffBoxServer)] call CBA_fnc_addEventHandler;
[QGVAR(cookOffServer), LINKFUNC(cookOffServer)] call CBA_fnc_addEventHandler;
[QGVAR(detonateAmmunitionServer), LINKFUNC(detonateAmmunitionServer)] call CBA_fnc_addEventHandler;
[QGVAR(engineFireServer), LINKFUNC(engineFireServer)] call CBA_fnc_addEventHandler;
};
// Handle cleaning up effects when objects are deleted mid cook-off
["AllVehicles", "Deleted", {
{
deleteVehicle _x;
} forEach ((_this select 0) getVariable [QGVAR(effects), []]);
}, true, ["CAManBase", "StaticWeapon"], true] call CBA_fnc_addClassEventHandler;
["ReammoBox_F", "Deleted", {
{
deleteVehicle _x;
} forEach ((_this select 0) getVariable [QGVAR(effects), []]);
}, true, [], true] call CBA_fnc_addClassEventHandler;
// Raised when the flames have subsided or after the ammo of a box has finished cooking off
[QGVAR(cleanupEffects), {
params ["_object"];
{
deleteVehicle _x;
} forEach (_object getVariable [QGVAR(effects), []]);
_object setVariable [QGVAR(effects), nil];
}] call CBA_fnc_addEventHandler;
// Ammo box damage handling
["ReammoBox_F", "init", {
// Calling this function inside curly brackets allows the usage of "exitWith", which would be broken with "HandleDamage" otherwise
(_this select 0) addEventHandler ["HandleDamage", {_this call FUNC(handleDamageBox)}];
}, true, [], true] call CBA_fnc_addClassEventHandler;
// Vehicle ammo cook-off (secondary explosions)
["AllVehicles", "Killed", {
if (!GVAR(enableAmmoCookoff) || {GVAR(ammoCookoffDuration) == 0}) exitWith {};
params ["_vehicle", "", "", "_useEffects"];
if (_useEffects && {_vehicle getVariable [QGVAR(enableAmmoCookoff), true]}) then {
// We don't need to pass source and instigator, as vehicle is already dead
[QGVAR(detonateAmmunitionServer), [
_vehicle,
false,
objNull,
objNull,
random [MIN_AMMO_DETONATION_START_DELAY, (MIN_AMMO_DETONATION_START_DELAY + MAX_AMMO_DETONATION_START_DELAY) / 2, MAX_AMMO_DETONATION_START_DELAY]
]] call CBA_fnc_serverEvent;
};
}, true, ["CAManBase", "StaticWeapon"], true] call CBA_fnc_addClassEventHandler;
if (hasInterface) then {
// Plays a sound locally, so that different sounds can be used for various distances
[QGVAR(playCookoffSound), {
params ["_object", "_sound"];
if (isNull _object) exitWith {};
private _distance = _object distance (positionCameraToWorld [0, 0, 0]);
TRACE_2("",_object,_sound);
// 3 classes of distances: close, mid and far, each having different sound files
private _classDistance = switch (true) do {
case (_distance < DISTANCE_CLOSE): {"close"};
case (_distance < DISTANCE_MID): {"mid"};
default {"far"};
};
_sound = format [QGVAR(%1_%2_%3), _sound, _classDistance, floor (random 3) + 1];
TRACE_1("",_sound);
// Allows other mods to change sounds for cook-off
_sound = getArray (configFile >> "CfgSounds" >> _sound >> "sound");
if (_sound isEqualTo []) exitWith {};
_sound params ["_sound", "_volume", "_pitch", "_maxDistance"];
if (_distance > _maxDistance) exitWith {};
// Make sure file exists, so RPT isn't spammed with non-existent entry errors
if (!fileExists _sound) exitWith {};
// Obeys speed of sound and takes doppler effects into account
playSound3D [_sound, objNull, false, getPosASL _object, _volume, _pitch + (random 0.2) - 0.1, _maxDistance, 0, true];
}] call CBA_fnc_addEventHandler;
};