Merge pull request #3337 from acemod/overheatingSilencers

Substantially increase overheating when using silencers or flash suppresors
This commit is contained in:
Nicolás Badano 2016-02-20 22:06:19 -03:00
commit d7403976aa
2 changed files with 37 additions and 11 deletions

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@ -13,8 +13,9 @@ if (isServer) then {
if !(hasInterface) exitWith {};
GVAR(cacheWeaponData) = createLocation ["ACE_HashLocation", [-10000,-10000,-10000], 0, 0];
GVAR(cacheWeaponData) setText QGVAR(cacheWeaponData);
GVAR(cacheWeaponData) = call CBA_fnc_createNamespace;
GVAR(cacheAmmoData) = call CBA_fnc_createNamespace;
GVAR(cacheSilencerData) = call CBA_fnc_createNamespace;
// Add keybinds
["ACE3 Weapons", QGVAR(unjamWeapon), localize LSTRING(UnjamWeapon),

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@ -20,22 +20,47 @@
params ["_unit", "_weapon", "", "", "_ammo", "", "_projectile"];
TRACE_4("params",_unit,_weapon,_ammo,_projectile);
//Only do heat calculations every 3 bullets
// Only do heat calculations every 3 bullets
if (((_unit ammo _weapon) % 3) != 0) exitWith {};
BEGIN_COUNTER(overheat);
// Get physical parameters
private _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"));
// Get bullet parameters
private _bulletMass = GVAR(cacheAmmoData) getVariable _ammo;
if (isNil "_bulletMass") 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"));
};
GVAR(cacheAmmoData) setVariable [_ammo, _bulletMass];
};
//https://en.wikipedia.org/wiki/Physics_of_firearms - Projectile motion is roughly equal to Barrel heat
//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
// 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);
// 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;
if (isNil "_silencerCoef") then {
_silencerCoef = 1 +
(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_2("heat",_bulletMass,_energyIncrement);
[_unit, _weapon, _energyIncrement] call FUNC(updateTemperature);