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overheating: Replace calls to core for calls to common
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@ -19,7 +19,7 @@ class CfgPatches {
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class ACE_Core_Default_Keys {
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class clearJam {
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displayName = "$STR_ACE_Overheating_UnjamWeapon";
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condition = QUOTE( [_player] call EFUNC(core,canUseWeapon) && {currentWeapon _player in (_player getVariable [QUOTE(QGVAR(jammedWeapons)), []])} );
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condition = QUOTE( [_player] call EFUNC(common,canUseWeapon) && {currentWeapon _player in (_player getVariable [QUOTE(QGVAR(jammedWeapons)), []])} );
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statement = QUOTE( [_player, currentMuzzle _player, false] call FUNC(clearJam); );
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key = 19;
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shift = 1;
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@ -17,7 +17,7 @@ _this spawn {
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// Calculate cooling
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_temperature = [_temperature, _barrelMass, time - _time] call FUNC(cooldown);
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["Overheating", _temperature, {format ["Temperature: %1 °C", _this]}] call EFUNC(core,log);
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["Overheating", _temperature, {format ["Temperature: %1 °C", _this]}] call EFUNC(common,log);
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// Store new temperature
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_time = time;
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@ -46,7 +46,7 @@ _this spawn {
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for "_a" from 1 to _count do {
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_string = _string + "|";
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};
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_text = [_string, _color] call EFUNC(core,stringToColoredText);
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_text = [_string, _color] call EFUNC(common,stringToColoredText);
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_string = "";
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for "_a" from (_count + 1) to 12 do {
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@ -55,10 +55,10 @@ _this spawn {
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_text = composeText [
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_text,
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[_string, [0.5, 0.5, 0.5]] call EFUNC(core,stringToColoredTex)t
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[_string, [0.5, 0.5, 0.5]] call EFUNC(common,stringToColoredTex)t
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];
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[_text, _picture] call EFUNC(core,displayTextPicture);
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[_text, _picture] call EFUNC(common,displayTextPicture);
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};
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@ -18,7 +18,7 @@ if (_weapon in _jammedWeapons) then {
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private "_id";
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_id = _unit getVariable [QGVAR(JammingActionID), -1];
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[_unit, "DefaultAction", _id] call EFUNC(core,removeActionEventHandler);
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[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
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_unit setVariable [QGVAR(JammingActionID), -1];
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};
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@ -34,5 +34,5 @@ if (_weapon in _jammedWeapons) then {
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_unit playActionNow _clearJamAction;
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};
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[localize "STR_ACE_Overheating_WeaponUnjammed"] call EFUNC(core,displayTextStructured);
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[localize "STR_ACE_Overheating_WeaponUnjammed"] call EFUNC(common,displayTextStructured);
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};
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@ -29,7 +29,7 @@ _unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
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waitUntil {_frame < diag_frameno};
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_unit setAmmo [_weapon, _ammo];
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//[localize "STR_ACE_Overheating_WeaponJammed"] call EFUNC(core,displayTextStructured);
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//[localize "STR_ACE_Overheating_WeaponJammed"] call EFUNC(common,displayTextStructured);
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};
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};
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@ -40,7 +40,7 @@ if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
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private ["_condition", "_statement", "_condition2", "_statement2", "_id"];
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_condition = {
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[_this select 1] call EFUNC(core,canUseWeapon)
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[_this select 1] call EFUNC(common,canUseWeapon)
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&& {currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])}
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&& {!(currentMuzzle (_this select 1) in ((_this select 1) getVariable [QEGVAR(safemode,safedWeapons), []]))}
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};
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@ -49,7 +49,7 @@ if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
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playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0];
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if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {(_this select 1) ammo currentWeapon (_this select 1) > 0}) then {
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[localize "STR_ACE_Overheating_WeaponJammed"] call EFUNC(core,displayTextStructured);
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[localize "STR_ACE_Overheating_WeaponJammed"] call EFUNC(common,displayTextStructured);
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GVAR(knowAboutJam) = true;
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};
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};
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@ -62,8 +62,8 @@ if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
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[_this select 1, currentWeapon (_this select 1), false] call FUNC(clearJam);
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};
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//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize "STR_ACE_Overheating_UnjamWeapon"], "DefaultAction", _condition, _statement, _condition2, _statement2, 10] call EFUNC(core,addActionMenuEventHandler);
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_id = [_unit, "DefaultAction", _condition, _statement] call EFUNC(core,addActionEventHandler);
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//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize "STR_ACE_Overheating_UnjamWeapon"], "DefaultAction", _condition, _statement, _condition2, _statement2, 10] call EFUNC(common,addActionMenuEventHandler);
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_id = [_unit, "DefaultAction", _condition, _statement] call EFUNC(common,addActionEventHandler);
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_unit setVariable [QGVAR(JammingActionID), _id];
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};
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@ -102,7 +102,7 @@ _dispersion = getArray (configFile >> "CfgWeapons" >> _weapon >> "ACE_Overheatin
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_count = count _dispersion;
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if (_count > 0) then {
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_dispersion = ([_dispersion, (_count - 1) * _scaledTemperature] call EFUNC(core,interpolateFromArray)) max 0;
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_dispersion = ([_dispersion, (_count - 1) * _scaledTemperature] call EFUNC(common,interpolateFromArray)) max 0;
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} else {
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_dispersion = 0;
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};
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@ -111,12 +111,12 @@ _slowdownFactor = getArray (configFile >> "CfgWeapons" >> _weapon >> "ACE_Overhe
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_count = count _slowdownFactor;
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if (_count > 0) then {
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_slowdownFactor = ([_slowdownFactor, (_count - 1) * _scaledTemperature] call EFUNC(core,interpolateFromArray)) max 0;
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_slowdownFactor = ([_slowdownFactor, (_count - 1) * _scaledTemperature] call EFUNC(common,interpolateFromArray)) max 0;
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} else {
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_slowdownFactor = 1;
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};
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[_projectile, _dispersion - 2 * random _dispersion, _dispersion - 2 * random _dispersion, (_slowdownFactor - 1) * vectorMagnitude _velocity] call EFUNC(core,changeProjectileDirection);
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[_projectile, _dispersion - 2 * random _dispersion, _dispersion - 2 * random _dispersion, (_slowdownFactor - 1) * vectorMagnitude _velocity] call EFUNC(common,changeProjectileDirection);
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// jamming
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@ -130,7 +130,7 @@ if (_count == 0) then {
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_count = 1;
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};
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_jamChance = [_jamChance, (_count - 1) * _scaledTemperature] call EFUNC(core,interpolateFromArray);
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_jamChance = [_jamChance, (_count - 1) * _scaledTemperature] call EFUNC(common,interpolateFromArray);
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// increase jam chance on dusty grounds if prone
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if (stance _unit == "PRONE") then {
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@ -148,7 +148,7 @@ if ("Jam" in (missionNamespace getvariable ["ACE_Debug", []])) then {
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_jamChance = 0.5;
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};
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["Overheating", [_temperature, _jamChance], {format ["Temperature: %1 - JamChance: %2", _this select 0, _this select 1]}] call EFUNC(core,log);
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["Overheating", [_temperature, _jamChance], {format ["Temperature: %1 - JamChance: %2", _this select 0, _this select 1]}] call EFUNC(common,log);
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if (random 1 < _jamChance) then {
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[_unit, _weapon] call FUNC(jamWeapon);
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@ -7,10 +7,10 @@ _player = _this select 0;
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_weapon = _this select 1;
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if (stance _player != "PRONE") then {
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[_player, "amovpknlmstpsraswrfldnon", 1] call EFUNC(core,doAnimation);
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[_player, "amovpknlmstpsraswrfldnon", 1] call EFUNC(common,doAnimation);
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};
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_player playActionNow "GestureDismountMuzzle";
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_player playAction "GestureMountMuzzle";
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playSound "ACE_BarrelSwap";
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[10, [_player, _weapon], QFUNC(swapBarrelCallback), localize "STR_ACE_Overheating_SwappingBarrel"] call EFUNC(core,progressBar);
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[10, [_player, _weapon], QFUNC(swapBarrelCallback), localize "STR_ACE_Overheating_SwappingBarrel"] call EFUNC(common,progressBar);
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@ -9,6 +9,6 @@ _weapon = _this select 1;
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// don't consume the barrel, but rotate through them.
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//player removeItem "ACE_SpareBarrel";
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[localize "STR_ACE_Overheating_SwappedBarrel", QUOTE(PATHOF(UI\spare_barrel_ca.paa))] call EFUNC(core,displayTextPicture);
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[localize "STR_ACE_Overheating_SwappedBarrel", QUOTE(PATHOF(UI\spare_barrel_ca.paa))] call EFUNC(common,displayTextPicture);
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_player setVariable [format [QGVAR(%1), _weapon], [0, 0], false];
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