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https://github.com/acemod/ACE3.git
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5ee1df424d
* Medical_ai - Optimize 'fnc_isInjured' * Laserpointer - Optimize 'fnc_onDraw' * Overheating - Skip ground detection if possible * Overheating - Replace function call with inline code * Overheating - Nest 'firedEH' abort conditions * Overheating - Remove duplicate code / Skip function call if possible * Overheating - Cache energy increment
70 lines
2.5 KiB
Plaintext
70 lines
2.5 KiB
Plaintext
/*
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* Author: Commy2 and esteldunedain
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* Handle weapon fire, heat up the weapon
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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* 3: Muzzle <STRING>
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* 4: Ammo <STRING>
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* 5: Magazine <STRING>
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* 6: Projectile <OBJECT>
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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, "weapon", "muzzle", "ammo", "magazine", bullet] call ace_overheating_fnc_overheat
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_weapon", "", "", "_ammo", "", "_projectile"];
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TRACE_4("params",_unit,_weapon,_ammo,_projectile);
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BEGIN_COUNTER(overheat);
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// Get bullet parameters
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private _energyIncrement = GVAR(cacheAmmoData) getVariable _ammo;
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if (isNil "_energyIncrement") then {
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_bulletMass = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_BulletMass");
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if (_bulletMass == 0) then {
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// If the bullet mass is not configured, estimate it
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_bulletMass = 3.4334 + 0.5171 * (getNumber (configFile >> "CfgAmmo" >> _ammo >> "hit") + getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber"));
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};
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// Projectile motion is roughly equal to Barrel heat
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// Ref: https://en.wikipedia.org/wiki/Physics_of_firearms
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// Muzzle Engergy = 1/2 * m * v^2 = (1/2 * 0.001 g/kg * bulletMass (grams) * v^2)
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// Multiple by 3 becase we only calc every 3rd bullet: (3 * 1/2 * 0.001) = 0.0015
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private _energyIncrement = 0.0015 * _bulletMass * (vectorMagnitudeSqr velocity _projectile);
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GVAR(cacheAmmoData) setVariable [_ammo, _energyIncrement];
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};
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// Increase overheating depending on how obstrusive is the current supressor,
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// if any. Typical arma supressors have visibleFire=0.5 and audibleFire=0.3,
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// so they produce x2.1 overheating
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private _silencer = switch (_weapon) do {
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case (primaryWeapon _unit) : {(primaryWeaponItems _unit) select 0};
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case (handgunWeapon _unit) : {(handgunItems _unit) select 0};
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default {""};
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};
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if (_silencer != "") then {
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private _silencerCoef = GVAR(cacheSilencerData) getVariable _silencer;
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if (isNil "_silencerCoef") then {
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_silencerCoef = 1 +
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(1 - getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFire")) +
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(1 - getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFire"));
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GVAR(cacheSilencerData) setVariable [_silencer, _silencerCoef];
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};
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_energyIncrement = _energyIncrement * _silencerCoef;
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};
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TRACE_1("heat",_energyIncrement);
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[_unit, _weapon, _energyIncrement] call FUNC(updateTemperature);
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END_COUNTER(overheat);
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