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99c85e3c12
* move overheating cookoff into separate function * move heatCoef and require mission restart for setting change - move heatCoef to a more sensible place - require mission restart for heatCoef setting change (it gets cached per ammo type) * add exit to ammo temp loop if cookoffCoef is changed to 0 mid-mission - add exit to ammo temp loop if cookoffCoef is changed to 0 mid-mission, this prevents an issue where all weapon cookoff regardless of temp, because required temp gets multiplied by cookoffCoef which has been set to 0. * file end new line * update header for ace_overheating_fnc_cookoffWeapon * use ambientTemperature as floor for weapon and ammo temp * add coolingCoef setting * improve feature documentation * add fnc_cookoffWeapon to XEH_PREP * add type of jam to ace_weaponJammed local event - add type of jam to ace_weaponJammed local event - fix #8637 * fix misspelling Co-authored-by: TyroneMF <TyroneMF@hotmail.com> * clear all weapon heat on death * Update addons/overheating/functions/fnc_updateTemperature.sqf Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com> * deprecate ace_overheating_fnc_getBarrelMass, cache weapon bolt and barrel mass values - cache closed bolt value by moving config look up to ace_overheating_fnc_getWeaponData - cache barrel mass value by moving calculation from ace_overheating_fnc_getBarrelMass to ace_overheating_fnc_getWeaponData - deprecate ace_overheating_fnc_getBarrelMass to be a wrapper for ace_overheating_fnc_getWeaponData that only returns barrel mass * add public functions to get and set weapon and ammo temperature * add `canCoolWeaponWithItem` function, workaround for #8657 * Apply suggestions from code review Co-authored-by: PabstMirror <pabstmirror@gmail.com> * add coef setting for addition heat from suppressor * Update fnc_overheat.sqf * improve fnc_canCoolWeaponWithItem * remove extra ( * Move canCoolWeaponWithItem action code to function * Use hashmaps and reset on settings change * Apply suggestions from code review Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: jonpas <jonpas33@gmail.com>
92 lines
3.0 KiB
Plaintext
92 lines
3.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror and esteldunedain
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* Get weapon data with caching
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*
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* Arguments:
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* 0: weapon type <STRING>
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*
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* Return Value:
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* 0: dispersion <NUMBER>
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* 1: slowdownFactor <NUMBER>
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* 2: jamChance <NUMBER>
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* 3: modes <ARRAY>
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* 4: muzzle <STRING>
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* 5: reloadTime <NUMBER>
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* 6: closedBolt <NUMBER>
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* 7: barrelMass <NUMBER>
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*
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* Example:
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* ["gun"] call ace_overheating_fnc_getWeaponData
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*
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* Public: No
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*/
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params ["_weapon"];
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// Look in the cache first
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private _weaponData = GVAR(cacheWeaponData) get _weapon;
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if (!isNil "_weaponData") exitWith {_weaponData};
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// Search the config
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// The old and new properties have the same name for dispersion, so read whichever is closer to the children
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private _property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(dispersion);
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private _dispersion = if (isNumber _property) then {
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getNumber _property;
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} else {
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if (isArray _property) then {
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// Map old array property to new number property
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((getArray _property) select 3) / 0.004;
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} else {
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1;
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};
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};
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// The old and new properties have the same name for slowdownFactor, so read whichever is closer to the children
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_property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(slowdownFactor);
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private _slowdownFactor = if (isNumber _property) then {
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getNumber _property;
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} else {
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if (isArray _property) then {
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// Map old array property to new number property
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((getArray _property) select 3) / 0.9;
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} else {
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1;
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};
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};
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// For jam chance, try reading the legacy property first (ace_overheating_jamChance).
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private _jamChance = 1 / 3000;
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_property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(JamChance);
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// If it exists read it, as the weapon is probably third party and not updated to the new properties
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if (isArray _property) then {
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// Map old array property to new number property
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_jamChance = (getArray _property) select 1;
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} else {
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// No legacy property was found, look for the new one
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_property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(mrbs);
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if (isNumber _property) then {
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_jamChance = 1 / getNumber _property;
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};
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};
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// for cookoff
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private _modes = getArray (configFile >> "CfgWeapons" >> _weapon >> "modes");
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private _muzzle = getArray (configFile >> "CfgWeapons" >> _weapon >> "muzzles") select 0;
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if (_muzzle == "this") then {
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_muzzle = _weapon;
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};
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private _reloadTime = getNumber (configfile >> "CfgWeapons" >> _weapon >> (_modes select 0) >> "reloadTime");
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private _closedBolt = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(closedBolt));
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private _barrelMass = METAL_MASS_RATIO * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass") / 22.0) max 1.0;
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// Cache the values
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_weaponData = [_dispersion, _slowdownFactor, _jamChance, _modes, _muzzle, _reloadTime, _closedBolt, _barrelMass];
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TRACE_2("building cache",_weapon,_weaponData);
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GVAR(cacheWeaponData) set [_weapon, _weaponData];
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_weaponData
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