mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Overheating - Fix animation glitches on empty mag (#8607)
This commit is contained in:
parent
0239d97cea
commit
f1837522e5
@ -89,8 +89,10 @@ if (_scaledTemperature > 0.1) then {
|
|||||||
// Only compute jamming for the local player
|
// Only compute jamming for the local player
|
||||||
if (_unit != ACE_player) exitWith {END_COUNTER(firedEH);};
|
if (_unit != ACE_player) exitWith {END_COUNTER(firedEH);};
|
||||||
|
|
||||||
|
private _ammoCount = _unit ammo _weapon;
|
||||||
|
|
||||||
// Compute new temperature once every 3 bullets
|
// Compute new temperature once every 3 bullets
|
||||||
if ((_unit ammo _weapon) % 3 == 0) then {
|
if (_ammoCount % 3 == 0) then {
|
||||||
_this call FUNC(overheat);
|
_this call FUNC(overheat);
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -102,7 +104,8 @@ if (GVAR(cookoffCoef) > 0) then {
|
|||||||
|
|
||||||
// decrease time to next shot as heat increases, value is a coef where 1 is unchanged and 0 is instant, 0.8 is a 25% faster ROF.
|
// decrease time to next shot as heat increases, value is a coef where 1 is unchanged and 0 is instant, 0.8 is a 25% faster ROF.
|
||||||
// this could be filtered by weapon type, but I think the heat gain and rate of fire on non-automatic weapons is low enough not to bother
|
// this could be filtered by weapon type, but I think the heat gain and rate of fire on non-automatic weapons is low enough not to bother
|
||||||
if (GVAR(overheatingRateOfFire)) then {
|
// do not set when empty to prevent animation glitches
|
||||||
|
if (GVAR(overheatingRateOfFire) && {_ammoCount > 0}) then {
|
||||||
_unit setWeaponReloadingTime [_unit, _muzzle, linearConversion [0, 0.5, _scaledTemperature, 1, 0.909, true]];
|
_unit setWeaponReloadingTime [_unit, _muzzle, linearConversion [0, 0.5, _scaledTemperature, 1, 0.909, true]];
|
||||||
};
|
};
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user