ACE3/addons/overheating/functions/fnc_coolWeaponWithWaterSource.sqf

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#include "script_component.hpp"
/*
* Author: mharis001, Glowbal, PabstMirror, drofseh
* Cool a weapon with an AceX water source.
*
* Arguments:
* 0: Target <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:
* None
*
* Example:
* [ACE_player, WaterTank] call ace_overheating_fnc_coolWeaponWithWaterSource
*
* Public: No
*/
params ["_player", "_target"];
private _weapon = currentWeapon _player;
private _tempVarName = format [QGVAR(%1_temp), _weapon];
private _temperature = _player getVariable [_tempVarName, 0];
private _consumeText = LLSTRING(CoolingWeaponWithWaterSource);
GVAR(coolingWeaponWithWaterSource) = false;
private _fnc_onFinish = {
params ["_args"];
_args params ["_player", "_target", "_weapon", "_tempVarName"];
private _water = _target call EFUNC(field_rations,getRemainingWater);
if (_water <= 0 && {_water != -10}) exitWith {
[
[LLSTRING(CoolWeaponNotEnoughWater)],
true
] call CBA_fnc_notify;
};
[_player, _player, currentWeapon _player] call ace_overheating_fnc_checkTemperature;
GVAR(coolingWeaponWithWaterSource) = false;
};
private _fnc_condition = {
params ["_args"];
_args params ["_player", "_target", "_weapon", "_tempVarName"];
private _temperature = _player getVariable [_tempVarName, 0];
private _water = _target call EFUNC(field_rations,getRemainingWater);
if (_water <= 0 && {_water != -10}) exitWith {false};
if !(GVAR(coolingWeaponWithWaterSource)) then {
GVAR(coolingWeaponWithWaterSource) = true;
//Remove water from the source, unless it's unlimited
if (_water != -10) then {
[_target, _water - 1] call EFUNC(field_rations,setRemainingWater);
};
//Cool the weapon down
private _barrelMass = ([_weapon] call FUNC(getWeaponData)) select 7;
_temperature = [_temperature, _barrelMass, 20] call FUNC(calculateCooling);
[_player, _tempVarName, _temperature, TEMP_TOLERANCE] call EFUNC(common,setApproximateVariablePublic);
/* // to be added when licence compatible audio can be found or recorded
// water sound, either boiling or not
if (_temperature < 100) then {
[
[LLSTRING(CoolWeaponIsCool)],
true // allows the hint to be overwritten by another hint, such as a jam or another cookoff
] call CBA_fnc_notify;
playSound3D [
QPATHTO_R(sounds\pouring_short.ogg),
_player,
false,
AGLToASL (_player modelToWorld (_player selectionPosition "RightHand")),
5, 1, 10
];
} else {
playSound3D [
QPATHTO_R(sounds\sizzling_short.ogg),
_player,
false,
AGLToASL (_player modelToWorld (_player selectionPosition "RightHand")),
5, 1, 10
];
};
*/
// wait 1 second before allowing cooling to happen again
[
{
GVAR(coolingWeaponWithWaterSource) = false;
},
[],
1
] call CBA_fnc_waitAndExecute;
};
true
};
[
1 max (_temperature / 10),
[
_player,
_target,
_weapon,
_tempVarName
],
_fnc_onFinish,
_fnc_onFinish,
_consumeText,
_fnc_condition
] call EFUNC(common,progressBar);