#include "script_component.hpp" /* * Author: mharis001, Glowbal, PabstMirror, drofseh * Cool a weapon with an AceX water source. * * Arguments: * 0: Target * 1: Player * * Return Value: * None * * Example: * [ACE_player, WaterTank] call ace_overheating_fnc_coolWeaponWithWaterSource * * Public: No */ params ["_player", "_target"]; private _weapon = currentWeapon _player; private _tempVarName = format [QGVAR(%1_temp), _weapon]; private _temperature = _player getVariable [_tempVarName, 0]; private _consumeText = LLSTRING(CoolingWeaponWithWaterSource); GVAR(coolingWeaponWithWaterSource) = false; private _fnc_onFinish = { params ["_args"]; _args params ["_player", "_target", "_weapon", "_tempVarName"]; private _water = _target call EFUNC(field_rations,getRemainingWater); if (_water <= 0 && {_water != -10}) exitWith { [ [LLSTRING(CoolWeaponNotEnoughWater)], true ] call CBA_fnc_notify; }; [_player, _player, currentWeapon _player] call ace_overheating_fnc_checkTemperature; GVAR(coolingWeaponWithWaterSource) = false; }; private _fnc_condition = { params ["_args"]; _args params ["_player", "_target", "_weapon", "_tempVarName"]; private _temperature = _player getVariable [_tempVarName, 0]; private _water = _target call EFUNC(field_rations,getRemainingWater); if (_water <= 0 && {_water != -10}) exitWith {false}; if !(GVAR(coolingWeaponWithWaterSource)) then { GVAR(coolingWeaponWithWaterSource) = true; //Remove water from the source, unless it's unlimited if (_water != -10) then { [_target, _water - 1] call EFUNC(field_rations,setRemainingWater); }; //Cool the weapon down private _barrelMass = _weapon call FUNC(getBarrelMass); _temperature = [_temperature, _barrelMass, 20] call FUNC(calculateCooling); [_player, _tempVarName, _temperature, TEMP_TOLERANCE] call EFUNC(common,setApproximateVariablePublic); /* // to be added when licence compatible audio can be found or recorded // water sound, either boiling or not if (_temperature < 100) then { [ [LLSTRING(CoolWeaponIsCool)], true // allows the hint to be overwritten by another hint, such as a jam or another cookoff ] call CBA_fnc_notify; playSound3D [ QPATHTO_R(sounds\pouring_short.ogg), _player, false, AGLToASL (_player modelToWorld (_player selectionPosition "RightHand")), 5, 1, 10 ]; } else { playSound3D [ QPATHTO_R(sounds\sizzling_short.ogg), _player, false, AGLToASL (_player modelToWorld (_player selectionPosition "RightHand")), 5, 1, 10 ]; }; */ // wait 1 second before allowing cooling to happen again [ { GVAR(coolingWeaponWithWaterSource) = false; }, [], 1 ] call CBA_fnc_waitAndExecute; }; true }; [ 1 max (_temperature / 10), [ _player, _target, _weapon, _tempVarName ], _fnc_onFinish, _fnc_onFinish, _consumeText, _fnc_condition ] call EFUNC(common,progressBar);