ACE3/addons/overheating/functions/fnc_swapBarrelCallback.sqf

47 lines
1.5 KiB
Plaintext
Raw Normal View History

#include "..\script_component.hpp"
2015-01-16 02:36:31 +00:00
/*
* Author: Commy2, esteldunedain
2015-01-16 02:36:31 +00:00
* Swap barrel callback
*
2016-06-18 09:50:41 +00:00
* Arguments:
* 0: Unit initiating the action <OBJECT>
* 1: Unit that has the weapon <OBJECT>
* 2: Weapon <STRING>
2015-01-16 02:36:31 +00:00
*
2016-06-18 09:50:41 +00:00
* Return Value:
2015-01-16 02:36:31 +00:00
* None
2015-02-08 22:54:12 +00:00
*
2015-12-15 07:09:26 +00:00
* Example:
* [player, currentWeapon player] call ace_overheating_fnc_swapBarrelCallback
*
2015-02-08 22:54:12 +00:00
* Public: No
2015-01-16 02:36:31 +00:00
*/
2015-01-13 03:23:14 +00:00
params ["_assistant", "_gunner", "_weapon"];
TRACE_3("params",_assistant,_gunner,_weapon);
2015-01-13 03:23:14 +00:00
if (_assistant isEqualTo _gunner) then {
// Barrel mount gesture
2016-07-12 14:16:01 +00:00
[_gunner, QGVAR(GestureMountMuzzle)] call EFUNC(common,doGesture);
playSound "ACE_BarrelSwap";
2016-06-09 12:25:57 +00:00
};
2016-01-20 15:48:39 +00:00
Overheating - Add cook off and rate of fire features and additional customization settings (#8064) * Add jamming coef to change or disable jamming. * change max to 5 * add setting for overheating effects distance, unjaming on barrel swap, increase rate of fire with heat - add setting for overheating effects distance - add unjaming on barrel swap, with setting - add increase rate of fire with heat, with setting - fix some formatting * little tweaks * add overheating cookoff feature - add overheating cookoff feature - add documentation - bugfixes/improvements * Update ace3-config-entries.md * Update overheating-framework.md * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_firedEH.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update docs/wiki/feature/overheating.md Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * remove extra underwater cooling, make cookoffCoef enable cookoff - add coef setting for heat generation per shot - merge cookoff setting into cookoff coef setting - remove check for water that increased cooling - change max rof increase from heat to 10% - change ammo heating to a less linear formula - change cookoffCoef to effect inginition tempurature instead of heat amount - delay cookoff shot until any firing animation is done - update strings based on feedback * Update stringtable.xml * add cookoff notification * improvements from play testing - move ammo heat loop into seperate function with a tighter loop - factor rain into cooling calculation - handle cooling while swimming - merge cookoff take event handler into fnc_handleTakeEH - fix case where cookoff could potentially come from underbarrel weapon muzzle - only add TakeEH if required by enabled settings - improve cookoff muzzle/mode handling * fix missing semi that I swear I already fixed before pushing * Update overheating-framework.md * Update fnc_updateAmmoTemperature.sqf * include wind speed in cooling calculation * cool with X - add ace interactions to allow cooling with water sources when Ace X is loaded - add documentation for cooling - move getting barrel mass to a function * documentation formatting * Add config array for weapon jam types, as not all weapon can get all types IRL. * remove variable that's not required * add some compat entries for RHS * fix merge conflict * fix a happy little accident * move to CBA settings, minor styling. * Update error message in fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Apply suggestions from code review Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
2021-10-14 15:47:52 +00:00
if (GVAR(unJamOnSwapBarrel) && {[_gunner] call FUNC(canUnjam)}) then {
[_gunner, currentMuzzle _gunner, true] call FUNC(clearJam);
};
2016-06-09 12:25:57 +00:00
// don't consume the barrel, but rotate through them.
[localize LSTRING(SwappedBarrel), QPATHTOF(UI\spare_barrel_ca.paa)] call EFUNC(common,displayTextPicture);
private _temp = _gunner getVariable [format [QGVAR(%1_temp), _weapon], 0];
private _barrelMass = ([_weapon] call FUNC(getWeaponData)) select 7;
2016-02-27 03:29:30 +00:00
// Instruct the server to load the coolest spare barrel into the weapon and
// store the removed barrel with the former weapon temperature. The server
// also updates the current weapon temperature to match that of the new
// loaded barrel.
[QGVAR(loadCoolestSpareBarrel), [_assistant, _gunner, _weapon, _temp, _barrelMass]] call CBA_fnc_serverEvent;
2016-02-27 03:29:30 +00:00
// Store the update time
2016-05-18 09:48:27 +00:00
_gunner setVariable [format [QGVAR(%1_time), _weapon], CBA_missionTime];