/* * Author: Commy2 and esteldunedain * Handle weapon fire, heat up the weapon * * Argument: * 0: Unit * 1: Weapon * 3: Muzzle * 4: Ammo * 5: Magazine * 6: Projectile * * Return value: * None * * Public: No */ #include "\z\ace\addons\overheating\script_component.hpp" private ["_unit", "_weapon", "_ammo", "_projectile"]; _unit = _this select 0; _weapon = _this select 1; _ammo = _this select 4; _projectile = _this select 6; _velocity = velocity _projectile; private ["_variableName", "_overheat", "_temperature", "_time", "_energyIncrement", "_barrelMass", "_scaledTemperature"]; // each weapon has it's own variable. Can't store the temperature in the weapon since they are not objects unfortunately. _variableName = format [QGVAR(%1), _weapon]; // get old values _overheat = _unit getVariable [_variableName, [0, 0]]; _temperature = _overheat select 0; _time = _overheat select 1; // Get physical parameters // Bullet mass is read from config in grains and converted to grams _bulletMass = (getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_BulletMass")) * 0.06480; if (_bulletMass == 0) then { // If the bullet mass is not configured, estimate it directly in grams _bulletMass = 3.4334 + 0.5171 * (getNumber (configFile >> "CfgAmmo" >> _ammo >> "hit") + getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber")); }; _energyIncrement = 0.75 * 0.0005 * _bulletMass * (vectorMagnitudeSqr _velocity); _barrelMass = 0.50 * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass") / 22.0) max 1.0; // Calculate cooling _temperature = [_temperature, _barrelMass, time - _time] call FUNC(cooldown); // Calculate heating _temperature = _temperature + _energyIncrement / (_barrelMass * 466); // Steel Heat Capacity = 466 J/(Kg.K) // set updated values _time = time; _unit setVariable [_variableName, [_temperature, _time], false]; _scaledTemperature = (_temperature / 1000) min 1 max 0; // Smoke SFX, beginning at TEMP 0.15 private "_intensity"; _intensity = (_scaledTemperature - 0.2) * 1.25; if (_intensity > 0) then { private ["_position", "_direction"]; _position = position _projectile; _direction = (_unit weaponDirection _weapon) vectorMultiply 0.25; drop [ "\A3\data_f\ParticleEffects\Universal\Refract", "", "Billboard", 1.1, 2, _position, _direction, 1, 1.2, 1.0, 0.1, [0.1,0.15], [[0.06,0.06,0.06,0.32*_scaledTemperature], [0.3,0.3,0.3,0.28*_scaledTemperature], [0.3,0.3,0.3,0.25*_scaledTemperature], [0.3,0.3,0.3,0.22*_scaledTemperature], [0.3,0.3,0.3,0.1*_scaledTemperature]], [1,0], 0.1, 0.05, "", "", "" ]; _intensity = (_scaledTemperature - 0.5) * 2; if (_intensity > 0) then { drop [ ["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 1, 16], "", "Billboard", 1, 1.2, _position, [0,0,0.25], 0, 1.275, 1, 0.025, [0.28,0.33,0.37], [[0.6,0.6,0.6,0.3*_intensity]], [0.2], 1, 0.04, "", "", "" ]; }; }; // dispersion and bullet slow down private ["_dispersion", "_slowdownFactor", "_count"]; _dispersion = getArray (configFile >> "CfgWeapons" >> _weapon >> "ACE_Overheating_Dispersion"); _count = count _dispersion; if (_count > 0) then { _dispersion = ([_dispersion, (_count - 1) * _scaledTemperature] call EFUNC(common,interpolateFromArray)) max 0; } else { _dispersion = 0; }; _slowdownFactor = getArray (configFile >> "CfgWeapons" >> _weapon >> "ACE_Overheating_slowdownFactor"); _count = count _slowdownFactor; if (_count > 0) then { _slowdownFactor = ([_slowdownFactor, (_count - 1) * _scaledTemperature] call EFUNC(common,interpolateFromArray)) max 0; } else { _slowdownFactor = 1; }; [_projectile, _dispersion - 2 * random _dispersion, _dispersion - 2 * random _dispersion, (_slowdownFactor - 1) * vectorMagnitude _velocity] call EFUNC(common,changeProjectileDirection); // jamming private "_jamChance"; _jamChance = getArray (configFile >> "CfgWeapons" >> _weapon >> "ACE_Overheating_jamChance"); _count = count _jamChance; if (_count == 0) then { _jamChance = [0]; _count = 1; }; _jamChance = [_jamChance, (_count - 1) * _scaledTemperature] call EFUNC(common,interpolateFromArray); // increase jam chance on dusty grounds if prone if (stance _unit == "PRONE") then { private "_surface"; _surface = toArray (surfaceType getPosASL _unit); _surface deleteAt 0; _surface = configFile >> "CfgSurfaces" >> toString _surface; if (isClass _surface) then { _jamChance = _jamChance + (getNumber (_surface >> "dust")) * _jamChance; }; }; if ("Jam" in (missionNamespace getvariable ["ACE_Debug", []])) then { _jamChance = 0.5; }; ["Overheating", [_temperature, _jamChance], {format ["Temperature: %1 - JamChance: %2", _this select 0, _this select 1]}] call EFUNC(common,log); if (random 1 < _jamChance) then { [_unit, _weapon] call FUNC(jamWeapon); };