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https://github.com/acemod/ACE3.git
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f45dff8a09
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
168 lines
6.4 KiB
Plaintext
168 lines
6.4 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: tcvm, johnb43
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* Simulates fire intensity over time on burning units.
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* Arbitrary values to ignite people. Assumed maximum is "10".
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Instigator <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, player] call ace_fire_fnc_burnSimulation
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*
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* Public: No
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*/
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params ["_unit", "_instigator"];
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[{
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params ["_args", "_pfhID"];
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_args params ["_unit", "_instigator"];
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if (isNull _unit) exitWith {
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TRACE_1("unit is null",_unit);
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_pfhID call CBA_fnc_removePerFrameHandler;
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};
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// Locality has changed
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if (!local _unit) exitWith {
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TRACE_1("unit is no longer local",_unit);
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_pfhID call CBA_fnc_removePerFrameHandler;
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[QGVAR(burnSimulation), [_unit, _instigator], _unit] call CBA_fnc_targetEvent;
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};
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// If the unit is invulnerable, in water or if the fire has died out, stop burning the unit
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if (
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!(_unit call FUNC(isBurning)) ||
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{!(isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]})} ||
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{private _eyePos = eyePos _unit; surfaceIsWater _eyePos && {(_eyePos select 2) < 0.1}}
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) exitWith {
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TRACE_3("unit is no longer burning, invulnerable or in water",_unit,_unit call FUNC(isBurning),isDamageAllowed _unit && {_unit getVariable [ARR_2(QEGVAR(medical,allowDamage),true)]});
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// Remove global effects
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(_unit getVariable [QGVAR(jipID), ""]) call CBA_fnc_removeGlobalEventJIP;
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// Update globally that the unit isn't burning anymore
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_unit setVariable [QGVAR(intensity), nil, true];
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_pfhID call CBA_fnc_removePerFrameHandler;
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if (!isNil {_unit getVariable QGVAR(stopDropRoll)} && {!isPlayer _unit}) then {
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_unit setUnitPos "AUTO";
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_unit setVariable [QGVAR(stopDropRoll), nil, true];
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};
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};
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if (isGamePaused) exitWith {};
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private _intensity = _unit getVariable [QGVAR(intensity), 0];
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// Propagate fire to other units (alive or dead) if it's intense
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if (_intensity >= BURN_THRESHOLD_INTENSE) then {
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TRACE_2("check for other units",_unit,_intensity);
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{
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private _distancePercent = 1 - ((_unit distance _x) / BURN_PROPAGATE_DISTANCE);
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private _adjustedIntensity = _intensity * _distancePercent;
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// Don't burn if intensity is too low or already burning with higher intensity
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if (BURN_MIN_INTENSITY > _adjustedIntensity || {(_x getVariable [QGVAR(intensity), 0]) > _adjustedIntensity}) then {
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continue;
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};
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[QGVAR(burn), [_x, _adjustedIntensity, _instigator], _x] call CBA_fnc_targetEvent;
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TRACE_3("propagate fire",_x,_intensity,_adjustedIntensity);
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} forEach nearestObjects [_unit, ["CAManBase"], BURN_PROPAGATE_DISTANCE];
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};
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// Update intensity/fire reactions
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if (CBA_missionTime >= _unit getVariable [QGVAR(intensityUpdate), 0]) then {
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TRACE_2("update intensity",_unit,_intensity);
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_unit setVariable [QGVAR(intensityUpdate), CBA_missionTime + INTENSITY_UPDATE];
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_intensity = _intensity - INTENSITY_LOSS - (rain / 10);
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if (_unit call EFUNC(common,isAwake)) then {
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if (_unit call EFUNC(common,isPlayer)) then {
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// Decrease intensity of burn if rolling around
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if ((animationState _unit) in PRONE_ROLLING_ANIMS) then {
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_intensity = _intensity * INTENSITY_DECREASE_MULT_ROLLING;
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};
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} else {
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private _sdr = _unit getVariable [QGVAR(stopDropRoll), false];
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private _vehicle = objectParent _unit;
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if (isNull _vehicle && {_sdr || {0.05 > random 1}}) then {
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_unit setVariable [QGVAR(stopDropRoll), true, true];
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if (!_sdr) then {
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TRACE_1("stop, drop, roll!",_unit);
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_unit setUnitPos "DOWN";
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doStop _unit;
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};
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// Queue up a bunch of animations
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for "_i" from 0 to 2 do {
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[_unit, selectRandom ["amovppnemstpsnonwnondnon_amovppnemevasnonwnondl", "amovppnemstpsnonwnondnon_amovppnemevasnonwnondr"], 0] call EFUNC(common,doAnimation);
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};
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_intensity = _intensity - (1 / _intensity);
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} else {
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// Make the unit leave the vehicle
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if (_vehicle != _unit) then {
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TRACE_1("Ejecting",_unit);
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_unit leaveVehicle _vehicle;
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unassignVehicle _unit;
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_unit action ["Eject", _vehicle];
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};
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_unit disableAI "TARGET";
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_unit disableAI "AUTOTARGET";
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// Run away, erraticly
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if (leader group _unit != _unit) then {
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[_unit] join grpNull;
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};
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_unit doMove ((getPosATL _unit) getPos [20 + random 35, floor (random 360)]);
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_unit setSpeedMode "FULL";
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_unit setSuppression 1;
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};
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};
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// Play screams and throw weapon (if enabled)
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_unit call FUNC(burnReaction);
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};
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if (!isNull _instigator) then {
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_unit setVariable [QEGVAR(medical,lastDamageSource), _instigator];
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_unit setVariable [QEGVAR(medical,lastInstigator), _instigator];
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};
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// Common burn areas are the hands and face https://www.ncbi.nlm.nih.gov/pubmed/16899341/
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private _bodyPart = ["Head", "Body", "LeftArm", "RightArm", "LeftLeg", "RightLeg"] selectRandomWeighted [0.77, 0.5, 0.8, 0.8, 0.3, 0.3];
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// Keep pain around unconciousness limit to allow for more fun interactions
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private _damageToAdd = [0.15, _intensity / BURN_MAX_INTENSITY] select (!alive _unit || {GET_PAIN_PERCEIVED(_unit) < (PAIN_UNCONSCIOUS + random 0.2)});
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// Use event directly, as ace_medical_fnc_addDamageToUnit requires unit to be alive
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[QEGVAR(medical,woundReceived), [_unit, [[_damageToAdd, _bodyPart, _damageToAdd]], _instigator, "burn"]] call CBA_fnc_localEvent;
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_unit setVariable [QGVAR(intensity), _intensity, true]; // Globally sync intensity across all clients to make sure simulation is deterministic
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};
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}, BURN_PROPAGATE_UPDATE, [_unit, _instigator]] call CBA_fnc_addPerFrameHandler;
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