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* 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>
28 lines
944 B
Plaintext
28 lines
944 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: drofseh
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* Return true if the target's weapon can be cooled with an item in the player's inventory
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*
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* Arguments:
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* 0: Target <OBJECT>
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* 1: Player <OBJECT>
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*
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* Return Value:
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* Bool <BOOL>
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*
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* Example:
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* [cursorObject, player] call ace_overheating_fnc_canCoolWeaponWithItem
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*
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* Public: No
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*/
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params ["_unit", "_player"];
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TRACE_2("canCoolWeaponWithItem",_unit,_player);
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GVAR(enabled)
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&& {isClass (configfile >> "CfgPatches" >> "acex_field_rations")}
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&& {!(_unit getVariable [QEGVAR(captives,isSurrendering), false])} // interaction point will overlap with ace_captives
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&& {!(_unit getVariable [QEGVAR(captives,isHandcuffed), false])}
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&& {[_unit, currentWeapon _unit] call FUNC(getWeaponTemperature) > (ambientTemperature select 0)}
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&& {((_player call EFUNC(common,uniqueItems)) findIf {getNumber (configFile >> "CfgWeapons" >> _x >> QEXGVAR(field_rations,thirstQuenched)) > 0}) != -1}
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