#include "script_component.hpp" /* * Author: Commy2 and esteldunedain * Handle weapon fire. Called from the unified fired EH 1- always for the local player 2- and for non local players if dispersion is simulated. * * Arguments: * None. Parameters inherited from EFUNC(common,firedEH) * * Return Value: * None * * Example: * call ace_overheating_fnc_firedEH * * Public: No */ //IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"]; TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret); BEGIN_COUNTER(firedEH); if ((_unit distance ACE_player) > 3000 || {(_muzzle != (primaryWeapon _unit)) && {_muzzle != (handgunWeapon _unit)}}) exitWith { // Only rifle or pistol muzzles (ignore grenades / GLs) END_COUNTER(firedEH); }; // Get current temperature from the unit variable private _temperature = _unit getVariable [format [QGVAR(%1_temp), _weapon], 0]; private _scaledTemperature = linearConversion [0, 1000, _temperature, 0, 1, true]; TRACE_2("Unit fired with temp:",_unit,_temperature); // Get weapon data from cache: ([_weapon] call FUNC(getWeaponData)) params ["_dispersion", "_slowdownFactor", "_jamChance"]; TRACE_4("weapon data from cache",_weapon,_dispersion,_slowdownFactor,_jamChance); if (_scaledTemperature > 0.1) then { // Dispersion and bullet slow down if (GVAR(overheatingDispersion)) then { if (isNil QGVAR(pseudoRandomList)) exitWith {ERROR("No pseudoRandomList sync");}; //Dispersion: 0 mils @ 0°C, 0.5 mils @ 333°C, 2.2 mils @ 666°C, 5 mils at 1000°C _dispersion = _dispersion * 0.28125 * (_scaledTemperature^2); _slowdownFactor = _slowdownFactor * linearConversion [0.666, 1, _scaledTemperature, 0, -0.1, true]; // Get the pseudo random values for dispersion from the remaining ammo count (GVAR(pseudoRandomList) select ((_unit ammo _weapon) mod (count GVAR(pseudoRandomList)))) params ["_dispersionX", "_dispersionY"]; TRACE_4("change",_dispersion,_slowdownFactor,_dispersionX,_dispersionY); TRACE_PROJECTILE_INFO(_projectile); [_projectile, _dispersionX * _dispersion, _dispersionY * _dispersion, _slowdownFactor * vectorMagnitude (velocity _projectile)] call EFUNC(common,changeProjectileDirection); TRACE_PROJECTILE_INFO(_projectile); }; // Particle Effects if (GVAR(showParticleEffects) && {GVAR(showParticleEffectsForEveryone) || {_unit == ACE_player} || {_unit distance ACE_player <= 20}} && {CBA_missionTime > (_unit getVariable [QGVAR(lastDrop), -1000]) + 0.40}) then { _unit setVariable [QGVAR(lastDrop), CBA_missionTime]; private _direction = (_unit weaponDirection _weapon) vectorMultiply 0.25; private _position = (position _projectile) vectorAdd (_direction vectorMultiply (4*(random 0.30))); // Refract SFX, beginning at temp 100°C and maxs out at 500°C private _intensity = linearConversion [0.1, 0.5, _scaledTemperature, 0, 1, true]; TRACE_3("refract",_direction,_position,_intensity); if (_intensity > 0) then { drop [ "\A3\data_f\ParticleEffects\Universal\Refract", "", "Billboard", 10, 2, _position, _direction, 0, 1.2, 1.0, 0.1, [0.10,0.25], [[0.6,0.6,0.6,0.3 * _intensity],[0.2,0.2,0.2,0.05 * _intensity]], [0,1], 0.1, 0.05, "", "", ""]; }; // Smoke SFX, beginning at temp 150°C private _intensity = linearConversion [0.15, 1, _scaledTemperature, 0, 1, true]; TRACE_3("smoke",_direction,_position,_intensity); if (_intensity > 0) then { drop [ ["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 1, 16], "", "Billboard", 10, 1.2, _position, [0,0,0.15], 100 + random 80, 1.275, 1, 0.025, [0.15,0.43], [[0.6,0.6,0.6,0.5 * _intensity],[0.2,0.2,0.2,0.15 * _intensity]], [0,1], 1, 0.04, "", "", ""]; }; }; }; // ------ LOCAL PLAYER ONLY ------------ // Only compute jamming for the local player if (_unit != ACE_player) exitWith {END_COUNTER(firedEH);}; // Compute new temperature once every 3 bullets if ((_unit ammo _weapon) % 3 == 0) then { _this call FUNC(overheat); }; private _value = 5 * _scaledTemperature; private _array = [0.5, 1, 2, 8, 20, 150]; _jamChance = _jamChance * linearConversion [0, 1, _value % 1, _array select floor _value, _array select ceil _value]; TRACE_3("check for random jam",_unit,_weapon,_jamChance); private _randomNumber = random 1; // Fail early if we know that we won't have a malfunction regardless of the ground type. if (_randomNumber < _jamChance * 2) then { if (_randomNumber > _jamChance) then { // Increase jam chance on dusty grounds if prone (and at ground level) if ((stance _unit == "PRONE") && {((getPosATL _unit) select 2) < 1}) then { private _surface = configFile >> "CfgSurfaces" >> ((surfaceType getPosASL _unit) select [1]); if (isClass _surface) then { TRACE_1("dust",getNumber (_surface >> "dust")); _jamChance = _jamChance + (getNumber (_surface >> "dust")) * _jamChance; }; }; }; if (_randomNumber < _jamChance) then { [_unit, _weapon] call FUNC(jamWeapon); }; }; END_COUNTER(firedEH);