ACE3/addons/overheating/functions/fnc_overheat.sqf

70 lines
2.5 KiB
Plaintext
Raw Normal View History

2015-01-16 02:36:31 +00:00
/*
2015-12-15 07:09:26 +00:00
* Author: Commy2 and esteldunedain
2015-02-08 22:54:12 +00:00
* Handle weapon fire, heat up the weapon
2015-01-16 02:36:31 +00:00
*
2016-06-18 09:50:41 +00:00
* Arguments:
2015-02-08 22:54:12 +00:00
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 3: Muzzle <STRING>
* 4: Ammo <STRING>
* 5: Magazine <STRING>
* 6: Projectile <OBJECT>
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
*
* Example:
* [bob, "weapon", "muzzle", "ammo", "magazine", bullet] call ace_overheating_fnc_overheat
*
2015-02-08 22:54:12 +00:00
* Public: No
2015-01-16 02:36:31 +00:00
*/
2015-12-15 07:09:26 +00:00
#include "script_component.hpp"
2015-12-15 07:09:26 +00:00
params ["_unit", "_weapon", "", "", "_ammo", "", "_projectile"];
TRACE_4("params",_unit,_weapon,_ammo,_projectile);
2015-01-16 02:36:31 +00:00
2015-12-15 07:09:26 +00:00
BEGIN_COUNTER(overheat);
// Get bullet parameters
private _energyIncrement = GVAR(cacheAmmoData) getVariable _ammo;
if (isNil "_energyIncrement") then {
_bulletMass = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_BulletMass");
if (_bulletMass == 0) then {
// If the bullet mass is not configured, estimate it
_bulletMass = 3.4334 + 0.5171 * (getNumber (configFile >> "CfgAmmo" >> _ammo >> "hit") + getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber"));
};
// Projectile motion is roughly equal to Barrel heat
// Ref: https://en.wikipedia.org/wiki/Physics_of_firearms
// Muzzle Engergy = 1/2 * m * v^2 = (1/2 * 0.001 g/kg * bulletMass (grams) * v^2)
// Multiple by 3 becase we only calc every 3rd bullet: (3 * 1/2 * 0.001) = 0.0015
private _energyIncrement = 0.0015 * _bulletMass * (vectorMagnitudeSqr velocity _projectile);
GVAR(cacheAmmoData) setVariable [_ammo, _energyIncrement];
};
2015-12-15 07:09:26 +00:00
// Increase overheating depending on how obstrusive is the current supressor,
// if any. Typical arma supressors have visibleFire=0.5 and audibleFire=0.3,
// so they produce x2.1 overheating
private _silencer = switch (_weapon) do {
case (primaryWeapon _unit) : {(primaryWeaponItems _unit) select 0};
case (handgunWeapon _unit) : {(handgunItems _unit) select 0};
default {""};
};
if (_silencer != "") then {
private _silencerCoef = GVAR(cacheSilencerData) getVariable _silencer;
2016-02-20 20:40:19 +00:00
if (isNil "_silencerCoef") then {
_silencerCoef = 1 +
2016-02-20 20:40:19 +00:00
(1 - getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFire")) +
(1 - getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFire"));
GVAR(cacheSilencerData) setVariable [_silencer, _silencerCoef];
};
_energyIncrement = _energyIncrement * _silencerCoef;
};
TRACE_1("heat",_energyIncrement);
2015-12-15 07:09:26 +00:00
[_unit, _weapon, _energyIncrement] call FUNC(updateTemperature);
2015-12-15 07:09:26 +00:00
END_COUNTER(overheat);