#include "script_component.hpp" /* * Author: esteldunedain & drofseh * Update . * * Arguments: * None * * Return Value: * None * * Example: * [] call ace_overheating_fnc_updateAmmoTemperatureThread * * Public: No */ // If the ace_overheating_cookoffCoef setting is set to 0 mid mission we want to exit right away or it will immediate cause all player weapons to cook off. if (GVAR(cookoffCoef) isEqualTo 0) exitWith { WARNING_1("'%1' has been set to 0 mid mission. Changing this setting requires mission restart.",GVAR(cookoffCoef)); }; private _currentWeapon = currentWeapon ACE_player; if ((_currentWeapon != "") && {_currentWeapon == primaryWeapon ACE_player || {_currentWeapon == handgunWeapon ACE_player}}) then { private _temperature = ACE_player getVariable [format [QGVAR(%1_temp), _currentWeapon], 0]; [ACE_player, _currentWeapon, _temperature] call FUNC(updateAmmoTemperature); }; // Schedule for execution again after 1 seconds. A quick loop is needed for ammo temperature in order to have faster cookoffs at higher barrel temps [DFUNC(updateAmmoTemperatureThread), [], 1] call CBA_fnc_waitAndExecute;