#include "..\script_component.hpp" /* * Author: Commy2 and esteldunedain * Handle weapon fire, heat up the weapon * * Arguments: * 0: Unit * 1: Weapon * 3: Muzzle * 4: Ammo * 5: Magazine * 6: Projectile * * Return Value: * None * * Example: * [bob, "weapon", "muzzle", "ammo", "magazine", bullet] call ace_overheating_fnc_overheat * * Public: No */ params ["_unit", "_weapon", "", "", "_ammo", "", "_projectile"]; TRACE_4("params",_unit,_weapon,_ammo,_projectile); BEGIN_COUNTER(overheat); // Get bullet parameters private _energyIncrement = GVAR(cacheAmmoData) get _ammo; if (isNil "_energyIncrement") then { private _bulletMass = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_BulletMass"); if (_bulletMass == 0) then { // If the bullet mass is not configured, estimate it _bulletMass = 3.4334 + 0.5171 * (getNumber (configFile >> "CfgAmmo" >> _ammo >> "hit") + getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber")); }; // Projectile motion is roughly equal to Barrel heat // Ref: https://en.wikipedia.org/wiki/Physics_of_firearms // Muzzle Engergy = 1/2 * m * v^2 = (1/2 * 0.001 g/kg * bulletMass (grams) * v^2) // Multiple by 3 becase we only calc every 3rd bullet: (3 * 1/2 * 0.001) = 0.0015 _energyIncrement = GVAR(heatCoef) * 0.0015 * _bulletMass * (vectorMagnitudeSqr velocity _projectile); GVAR(cacheAmmoData) set [_ammo, _energyIncrement]; }; // Increase overheating depending on how obstrusive is the current supressor, // if any. Typical arma supressors have visibleFire=0.5 and audibleFire=0.3, // so they produce x2.1 overheating private _suppressor = switch (_weapon) do { case (primaryWeapon _unit) : {(primaryWeaponItems _unit) select 0}; case (handgunWeapon _unit) : {(handgunItems _unit) select 0}; default {""}; }; if (_suppressor != "" && {GVAR(suppressorCoef) > 0}) then { private _suppressorCoef = GVAR(cacheSilencerData) get _suppressor; if (isNil "_suppressorCoef") then { private _config = configFile >> "CfgWeapons" >> _suppressor >> "ItemInfo" >> "AmmoCoef"; _suppressorCoef = GVAR(suppressorCoef) * (1 + (1 - getNumber (_config >> "audibleFire")) + (1 - getNumber (_config >> "visibleFire"))); GVAR(cacheSilencerData) set [_suppressor, _suppressorCoef]; }; _energyIncrement = _energyIncrement * _suppressorCoef; }; TRACE_1("heat",_energyIncrement); [_unit, _weapon, _energyIncrement] call FUNC(updateTemperature); END_COUNTER(overheat);