ACE3/addons/overheating/functions/fnc_overheat.sqf
Phyma ffaa195fe5 Conform function headers to coding guidelines (#5255)
* Fixed headers to work with silentspike python script

* Fixed rest of the files

* Fixed ace-team
2017-06-08 15:31:51 +02:00

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/*
* Author: Commy2 and esteldunedain
* Handle weapon fire, heat up the weapon
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 3: Muzzle <STRING>
* 4: Ammo <STRING>
* 5: Magazine <STRING>
* 6: Projectile <OBJECT>
*
* Return Value:
* None
*
* Example:
* [bob, "weapon", "muzzle", "ammo", "magazine", bullet] call ace_overheating_fnc_overheat
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_weapon", "", "", "_ammo", "", "_projectile"];
TRACE_4("params",_unit,_weapon,_ammo,_projectile);
// Only do heat calculations every 3 bullets
if (((_unit ammo _weapon) % 3) != 0) exitWith {};
BEGIN_COUNTER(overheat);
// Get bullet parameters
private _bulletMass = GVAR(cacheAmmoData) getVariable _ammo;
if (isNil "_bulletMass") then {
_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"));
};
GVAR(cacheAmmoData) setVariable [_ammo, _bulletMass];
};
// 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
private _energyIncrement = 0.0015 * _bulletMass * (vectorMagnitudeSqr velocity _projectile);
// 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 _silencer = switch (_weapon) do {
case (primaryWeapon _unit) : {(primaryWeaponItems _unit) select 0};
case (handgunWeapon _unit) : {(handgunItems _unit) select 0};
default {""};
};
if (_silencer != "") then {
private _silencerCoef = GVAR(cacheSilencerData) getVariable _silencer;
if (isNil "_silencerCoef") then {
_silencerCoef = 1 +
(1 - getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFire")) +
(1 - getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFire"));
GVAR(cacheSilencerData) setVariable [_silencer, _silencerCoef];
};
_energyIncrement = _energyIncrement * _silencerCoef;
};
TRACE_2("heat",_bulletMass,_energyIncrement);
[_unit, _weapon, _energyIncrement] call FUNC(updateTemperature);
END_COUNTER(overheat);