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count -> isEqualTo
58 lines
2.1 KiB
Plaintext
58 lines
2.1 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: esteldunedain
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* Collect the temperature of all the spare barrels a unit has and load the
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* coolest on the unit weapon. Runs on the server.
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*
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* Arguments:
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* 0: Unit that has the spare barrels <OBJECT>
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* 1: Unit that has the weapon <OBJECT>
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* 2: Weapon <STRING>
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* 3: Weapon temp before switching <NUMBER>
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* 4: Mass of the removed barrel <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [bob, bob, "weapon",5, 2] call ace_overheating_fnc_loadCoolestSpareBarrel
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*
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*
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* Public: No
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*/
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params ["_assistant", "_gunner", "_weapon", "_weaponTemp", "_barrelMass"];
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TRACE_5("loadCoolestSpareBarrel1",_assistant,_gunner,_weapon,_weaponTemp,_barrelMass);
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private _weaponBarrelClass = getText (configFile >> 'CfgWeapons' >> _weapon >> QGVAR(barrelClassname));
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//If the weapon has no defined classname then use the ACE one
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if (_weaponBarrelClass == "") then {
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_weaponBarrelClass = "ACE_SpareBarrel";
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};
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// Find all spare barrel the player has
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private _allBarrels = [_assistant, _weaponBarrelClass] call CBA_fnc_getMagazineIndex;
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TRACE_1("_allBarrels",_allBarrels);
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if (_allBarrels isEqualTo []) exitWith {};
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// Determine which on is coolest
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private _coolestTemp = 10000;
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private _coolestMag = _allBarrels select 0;
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{
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private _temp = GVAR(storedSpareBarrels) getOrDefault [_x, [0]] select 0;
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TRACE_2("loadCoolestSpareBarrel4",_x,_temp);
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if (_temp < _coolestTemp) then {
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_coolestTemp = _temp;
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_coolestMag = _x;
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};
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} forEach _allBarrels;
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TRACE_3("loadCoolestSpareBarrel5",_coolestTemp,_coolestMag,_weaponTemp);
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// The new weapon temperature is similar to the coolest barrel
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// Publish the new temperature value
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_gunner setVariable [format [QGVAR(%1_temp), _weapon], _coolestTemp, true];
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// Heat up the coolest barrel to the former weapon temperature
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GVAR(storedSpareBarrels) set [_coolestMag, [_weaponTemp, CBA_missionTime, _barrelMass]];
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// Send an event so the machines of the assistant and gunner can show the hint
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[QGVAR(showWeaponTemperature), [_gunner, _weapon], [_assistant, _gunner]] call CBA_fnc_targetEvent;
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