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Replace addPerFrameHandler for waitAndExecute
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@ -34,15 +34,5 @@ GVAR(weaponInfoCache) setText QGVAR(weaponInfoCache);
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[19, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + R Key
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// Create a PFH to cool down all player weapons at (infrequent) regular intervals
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[{
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if (primaryWeapon ACE_player != "") then {
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[ACE_player, primaryWeapon ACE_player, 0] call FUNC(updateTemperature);
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};
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if (handgunWeapon ACE_player != "") then {
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[ACE_player, handgunWeapon ACE_player, 0] call FUNC(updateTemperature);
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};
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if (secondaryWeapon ACE_player != "") then {
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[ACE_player, secondaryWeapon ACE_player, 0] call FUNC(updateTemperature);
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};
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}, 5, []] call CBA_fnc_addPerFrameHandler;
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// Schedule cool down calculation of player weapons at (infrequent) regular intervals
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[] call FUNC(updateTemperatureThread);
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@ -12,5 +12,6 @@ PREP(overheat);
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PREP(swapBarrel);
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PREP(swapBarrelCallback);
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PREP(updateTemperature);
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PREP(updateTemperatureThread);
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ADDON = true;
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29
addons/overheating/functions/fnc_updateTemperatureThread.sqf
Normal file
29
addons/overheating/functions/fnc_updateTemperatureThread.sqf
Normal file
@ -0,0 +1,29 @@
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/*
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* Author: esteldunedain
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* Update temperature of a weapon at regular intervals.
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*
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* Argument:
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* None
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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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* [] call ace_overheating_fnc_updateTemperatureThread
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*
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* Public: No
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*/
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#include "script_component.hpp"
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if (primaryWeapon ACE_player != "") then {
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[ACE_player, primaryWeapon ACE_player, 0] call FUNC(updateTemperature);
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};
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if (handgunWeapon ACE_player != "") then {
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[ACE_player, handgunWeapon ACE_player, 0] call FUNC(updateTemperature);
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};
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if (secondaryWeapon ACE_player != "") then {
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[ACE_player, secondaryWeapon ACE_player, 0] call FUNC(updateTemperature);
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};
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// Schedule for execution again after 5 seconds
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[DFUNC(updateTemperatureThread), [], 5] call EFUNC(common,waitAndExecute);
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