ACE3/addons/overheating/functions/fnc_loadCoolestSpareBarrel.sqf

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/*
* Author: esteldunedain
* Collect the temperature of all the spare barrels a unit has and load the
* coolest on the unit weapon. Runs on the server.
*
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* Arguments:
* 0: Unit that has the spare barrels <OBJECT>
* 1: Unit that has the weapon <OBJECT>
* 2: Weapon <STRING>
* 3: Weapon temp before switching <NUMBER>
* 4: Mass of the removed barrel <NUMBER>
*
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* Return Value:
* None
*
*
* Public: No
*/
#include "script_component.hpp"
params ["_assistant", "_gunner", "_weapon", "_weaponTemp", "_barrelMass"];
TRACE_5("loadCoolestSpareBarrel1",_assistant,_gunner,_weapon,_weaponTemp,_barrelMass);
// Find all spare barrel the player has
private _allBarrels = [_assistant, "ACE_SpareBarrel"] call CBA_fnc_getMagazineIndex;
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TRACE_1("_allBarrels",_allBarrels);
if ((count _allBarrels) < 1) exitWith {};
// Determine which on is coolest
private _coolestTemp = 10000;
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private _coolestMag = _allBarrels select 0;
{
private _temp = 0;
if ([GVAR(storedSpareBarrels), _x] call CBA_fnc_hashHasKey) then {
_temp = ([GVAR(storedSpareBarrels), _x] call CBA_fnc_hashGet) select 0;
};
TRACE_2("loadCoolestSpareBarrel4",_x,_temp);
if (_temp < _coolestTemp) then {
_coolestTemp = _temp;
_coolestMag = _x;
};
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} forEach _allBarrels;
TRACE_3("loadCoolestSpareBarrel5",_coolestTemp,_coolestMag,_weaponTemp);
// The new weapon temperature is similar to the coolest barrel
// Publish the new temperature value
_gunner setVariable [format [QGVAR(%1_temp), _weapon], _coolestTemp, true];
// Heat up the coolest barrel to the former weapon temperature
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[GVAR(storedSpareBarrels), _coolestMag, [_weaponTemp, CBA_missionTime, _barrelMass]] call CBA_fnc_hashSet;
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// Send an event so the machines of the assistant and gunner can show the hint
[QGVAR(showWeaponTemperature), [_gunner, _weapon], [_assistant, _gunner]] call CBA_fnc_targetEvent;