/* * Author: esteldunedain * Collect the temperature of all the spare barrels a unit has and load the * coolest on the unit weapon. Runs on the server. * * Argument: * 0: Unit * 1: Weapon * 2: Weapon temp before switching * 3: Mass of the removed barrel * * Return value: * None * * * Public: No */ #include "script_component.hpp" params ["_unit", "_weapon", "_weaponTemp", "_barrelMass"]; TRACE_4("loadCoolestSpareBarrel1",_unit,_weapon,_weaponTemp,_barrelMass); // Find all spare barrel the player has private _allBarrels = [_unit, "ACE_SpareBarrel"] call CBA_fnc_getMagazineIndex; TRACE_1("_allBarrels",_allBarrels); if ((count _allBarrels) < 1) exitWith {}; // Determine which on is coolest private _coolestTemp = 10000; private _coolestMag = _allBarrels select 0; { private _temp = 0; if ([GVAR(storedSpareBarrels), _x] call CBA_fnc_hashHasKey) then { _temp = ([GVAR(storedSpareBarrels), _x] call CBA_fnc_hashGet) select 0; }; TRACE_2("loadCoolestSpareBarrel4",_x,_temp); if (_temp < _coolestTemp) then { _coolestTemp = _temp; _coolestMag = _x; }; } forEach _allBarrels; TRACE_3("loadCoolestSpareBarrel5",_coolestTemp,_coolestMag,_weaponTemp); // The new weapon temperature is similar to the coolest barrel // Publish the new temperature value _unit setVariable [format [QGVAR(%1_temp), _weapon], _coolestTemp, true]; // Heat up the coolest barrel to the former weapon temperature [GVAR(storedSpareBarrels), _coolestMag, [_weaponTemp, ACE_Time, _barrelMass]] call CBA_fnc_hashSet; // Send an event so the local machine can show the hint ["barrelSwapped", _unit, [_unit, _weapon]] call EFUNC(common,objectEvent);