#include "script_component.hpp" /* * Author: PabstMirror and esteldunedain * Get weapon data with caching * * Arguments: * 0: weapon type * * Return Value: * 0: dispresion * 1: slowdownFactor * 2: jamChance * * Example: * ["gun"] call ace_overheating_fnc_getWeaponData * * Public: No */ params ["_weapon"]; // Look in the cache first private _weaponData = GVAR(cacheWeaponData) getVariable _weapon; if (!isNil "_weaponData") exitWith {_weaponData}; // Search the config // The old and new properties have the same name for dispersion, so read whichever is closer to the children private _property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(dispersion); private _dispersion = if (isNumber _property) then { getNumber _property; } else { if (isArray _property) then { // Map old array property to new number property ((getArray _property) select 3) / 0.004; } else { 1; }; }; // The old and new properties have the same name for slowdownFactor, so read whichever is closer to the children _property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(slowdownFactor); private _slowdownFactor = if (isNumber _property) then { getNumber _property; } else { if (isArray _property) then { // Map old array property to new number property ((getArray _property) select 3) / 0.9; } else { 1; }; }; // For jam chance, try reading the legacy property first (ace_overheating_jamChance). private _jamChance = 1 / 3000; _property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(JamChance); // If it exists read it, as the weapon is probably third party and not updated to the new properties if (isArray _property) then { // Map old array property to new number property _jamChance = (getArray _property) select 1; } else { // No legacy property was found, look for the new one _property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(mrbs); if (isNumber _property) then { _jamChance = 1 / getNumber _property; }; }; // Cache the values _weaponData = [_dispersion, _slowdownFactor, _jamChance]; TRACE_2("building cache",_weapon,_weaponData); GVAR(cacheWeaponData) setVariable [_weapon, _weaponData]; _weaponData