ACE3/addons/overheating/functions/fnc_firedEH.sqf

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/*
* Author: Commy2 and CAA-Picard
* Handle weapon fire
*
* Argument:
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* 0: unit - Object the event handler is assigned to <OBJECT>
* 1: weapon - Fired weapon <STRING>
* 2: muzzle - Muzzle that was used <STRING>
* 3: mode - Current mode of the fired weapon <STRING>
* 4: ammo - Ammo used <STRING>
* 5: magazine - magazine name which was used <STRING>
* 6: projectile - Object of the projectile that was shot <OBJECT>
*
* Return value:
* None
*
* Public: No
*/
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#include "script_component.hpp"
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BEGIN_COUNTER(firedEH);
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params ["_unit", "_weapon", "_muzzle", "", "_ammo", "", "_projectile"];
TRACE_5("params",_unit,_weapon,_muzzle,_ammo,_projectile);
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if (((!GVAR(overheatingDispersion)) && {_unit != ACE_player}) //If no dispersion, only run when local
|| {!([_unit] call EFUNC(common,isPlayer))} //Ignore AI
|| {(_unit distance ACE_player) > 3000} //Ignore far away shots
|| {(_muzzle != (primaryWeapon _unit)) && {_muzzle != (handgunWeapon _unit)}}) exitWith { // Only rifle or pistol muzzles (ignore grenades / GLs)
END_COUNTER(firedEH);
};
// Compute new temperature if the unit is the local player
if (_unit == ACE_player) then {
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_this call FUNC(overheat);
};
// Get current temperature from the unit variable
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private _temperature = _unit getVariable [format [QGVAR(%1_temp), _weapon], 0];
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private _scaledTemperature = linearConversion [0, 1000, _temperature, 0, 1, true];
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TRACE_2("Unit fired with temp:",_unit,_temperature);
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//Get weapon data from cache:
private _weaponData = GVAR(weaponInfoCache) getVariable _weapon;
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if (isNil "_weaponData") then {
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private _dispersion = if (isNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(dispersion))) then {
getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(dispersion));
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} else {
1;
};
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private _slowdownFactor = if (isNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(slowdownFactor))) then {
getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(slowdownFactor));
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} else {
1;
};
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private _jamChance = if (isNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(ACE_mrbs))) then {
getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(ACE_mrbs));
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} else {
3000;
};
_jamChance = if (_jamChance == 0) then {0} else {1/_jamChance};
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_weaponData = [_dispersion, _slowdownFactor, _jamChance];
TRACE_2("building cache",_weapon,_weaponData);
GVAR(weaponInfoCache) setVariable [_weapon, _weaponData];
};
_weaponData params ["_dispersion", "_slowdownFactor", "_jamChance"];
TRACE_4("weapon data from cache",_weapon,_dispersion,_slowdownFactor,_jamChance);
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// Dispersion and bullet slow down
if (GVAR(overheatingDispersion)) then {
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// Exit if GVAR(pseudoRandomList) isn't synced yet
if (isNil QGVAR(pseudoRandomList)) exitWith {ACE_LOGERROR("No pseudoRandomList sync");};
//Dispersion: 0 mils @ 0°C, 0.5 mils @ 333°C, 2.2 mils @ 666°C, 5 mils at 1000°C
_dispersion = _dispersion * 0.28125 * (_scaledTemperature^2);
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_slowdownFactor = _slowdownFactor * linearConversion [0.666, 1, _scaledTemperature, 0, -0.1, true];
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// Get the pseudo random values for dispersion from the remaining ammo count
(GVAR(pseudoRandomList) select ((_unit ammo _weapon) mod (count GVAR(pseudoRandomList)))) params ["_dispersionX", "_dispersionY"];
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TRACE_4("change",_dispersion,_slowdownFactor,_dispersionX,_dispersionY);
TRACE_PROJECTILE_INFO(_projectile);
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[_projectile, _dispersionX * _dispersion, _dispersionY * _dispersion, _slowdownFactor * vectorMagnitude (velocity _projectile)] call EFUNC(common,changeProjectileDirection);
TRACE_PROJECTILE_INFO(_projectile);
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};
// ------ LOCAL AND NEARBY PLAYERS DEPENDING ON SETTINGS ------------
// Particle effects only apply to the local player and, depending on settings, to other nearby players
if (_unit != ACE_player && (!GVAR(showParticleEffectsForEveryone) || {_unit distance ACE_player > 20})) exitWith {
END_COUNTER(firedEH);
};
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//Particle Effects:
if (GVAR(showParticleEffects) && {(ACE_time > ((_unit getVariable [QGVAR(lastDrop), -1000]) + 0.40)) && {_scaledTemperature > 0.1}}) then {
_unit setVariable [QGVAR(lastDrop), ACE_time];
private _direction = (_unit weaponDirection _weapon) vectorMultiply 0.25;
private _position = (position _projectile) vectorAdd (_direction vectorMultiply (4*(random 0.30)));
// Refract SFX, beginning at temp 100°C and maxs out at 500°C
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private _intensity = linearConversion [0.1, 0.5, _scaledTemperature, 0, 1, true];
TRACE_3("refract",_direction,_position,_intensity);
if (_intensity > 0) then {
drop [
"\A3\data_f\ParticleEffects\Universal\Refract", "", "Billboard", 10, 2, _position, _direction, 0, 1.2, 1.0,
0.1, [0.10,0.25], [[0.6,0.6,0.6,0.3*_intensity],[0.2,0.2,0.2,0.05*_intensity]], [0,1], 0.1, 0.05, "", "", ""];
};
// Smoke SFX, beginning at temp 150°C
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private _intensity = linearConversion [0.15, 1, _scaledTemperature, 0, 1, true];
TRACE_3("smoke",_direction,_position,_intensity);
if (_intensity > 0) then {
drop [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 1, 16], "", "Billboard", 10, 1.2, _position,
[0,0,0.15], 100 + random 80, 1.275, 1, 0.025, [0.15,0.43], [[0.6,0.6,0.6,0.5*_intensity],[0.2,0.2,0.2,0.15*_intensity]],
[0,1], 1, 0.04, "", "", ""];
};
};
// ------ LOCAL PLAYER ONLY ------------
// Only compute jamming for the local player
if (_unit != ACE_player) exitWith {END_COUNTER(firedEH);};
_jamChance = _jamChance * ([[0.5, 1.5, 7.5, 37.5], 3 * _scaledTemperature] call EFUNC(common,interpolateFromArray));
// increase jam chance on dusty grounds if prone (and at ground level)
if ((stance _unit == "PRONE") && {((getPosATL _unit) select 2) < 1}) then {
private _surface = configFile >> "CfgSurfaces" >> ((surfaceType getPosASL _unit) select [1]);
if (isClass _surface) then {
TRACE_1("dust",getNumber (_surface >> "dust"));
_jamChance = _jamChance + (getNumber (_surface >> "dust")) * _jamChance;
};
};
TRACE_3("check for random jam",_unit,_weapon,_jamChance);
if ((random 1) < _jamChance) then {
[_unit, _weapon] call FUNC(jamWeapon);
};
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END_COUNTER(firedEH);