ACE3/addons/overheating/functions/fnc_firedEH.sqf
2015-12-28 16:04:52 -06:00

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/*
* Author: Commy2 and CAA-Picard
* Handle weapon fire
*
* Argument:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 3: Muzzle <STRING>
* 4: Ammo <STRING>
* 5: Magazine <STRING>
* 6: Projectile <OBJECT>
*
* Return value:
* None
*
* Public: No
*/
#include "\z\ace\addons\overheating\script_component.hpp"
private ["_unit", "_weapon", "_ammo", "_projectile"];
_unit = _this select 0;
_weapon = _this select 1;
_ammo = _this select 4;
_projectile = _this select 6;
// Exit if the unit isn't a player
if !([_unit] call EFUNC(common,isPlayer)) exitWith {};
// Compute new temperature if the unit is the local player
if (_unit == ACE_player) then {
_this call FUNC(overheat);
};
// Get current temperature from the unit variable
_variableName = format [QGVAR(%1), _weapon];
_scaledTemperature = (((_unit getVariable [_variableName, [0,0]]) select 0) / 1000) min 1 max 0;
//////////////////////////////// FIX
systemChat format ["%1", _scaledTemperature];
_scaledTemperature = random 1;
//////////////////////////////// FIX
// Smoke SFX, beginning at TEMP 0.15
private "_intensity";
_intensity = (_scaledTemperature - 0.2) * 1.25;
if (_intensity > 0) then {
private ["_position", "_direction"];
_position = position _projectile;
_direction = (_unit weaponDirection _weapon) vectorMultiply 0.25;
drop [
"\A3\data_f\ParticleEffects\Universal\Refract",
"",
"Billboard",
1.1,
2,
_position,
_direction,
1,
1.2,
1.0,
0.1,
[0.1,0.15],
[[0.06,0.06,0.06,0.32*_scaledTemperature], [0.3,0.3,0.3,0.28*_scaledTemperature], [0.3,0.3,0.3,0.25*_scaledTemperature], [0.3,0.3,0.3,0.22*_scaledTemperature], [0.3,0.3,0.3,0.1*_scaledTemperature]],
[1,0],
0.1,
0.05,
"",
"",
""
];
_intensity = (_scaledTemperature - 0.5) * 2;
if (_intensity > 0) then {
drop [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 1, 16],
"",
"Billboard",
1,
1.2,
_position,
[0,0,0.25],
0,
1.275,
1,
0.025,
[0.28,0.33,0.37],
[[0.6,0.6,0.6,0.3*_intensity]],
[0.2],
1,
0.04,
"",
"",
""
];
};
};
// Dispersion and bullet slow down
private ["_dispersion", "_slowdownFactor", "_count"];
_dispersion = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Dispersion");
_dispersion = ([[0*_dispersion,1*_dispersion,2*_dispersion,4*_dispersion], 3 * _scaledTemperature] call EFUNC(common,interpolateFromArray)) max 0;
_slowdownFactor = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_SlowdownFactor");
if (_slowdownFactor == 0) then {_slowdownFactor = 1};
_slowdownFactor = ([[1*_slowdownFactor,1*_slowdownFactor,1*_slowdownFactor,0.9*_slowdownFactor], 3 * _scaledTemperature] call EFUNC(common,interpolateFromArray)) max 0;
// Exit if GVAR(pseudoRandomList) isn't synced yet
if (count GVAR(pseudoRandomList) == 0) exitWith {};
// Get the pseudo random values for dispersion from the remaining ammo count
private "_pseudoRandomPair";
_pseudoRandomPair = GVAR(pseudoRandomList) select ((_unit ammo _weapon) mod count GVAR(pseudoRandomList));
[_projectile, (_pseudoRandomPair select 0) * _dispersion, (_pseudoRandomPair select 1) * _dispersion, (_slowdownFactor - 1) * vectorMagnitude (velocity _projectile)] call EFUNC(common,changeProjectileDirection);
// Only compute jamming for the local player
if (_unit != ACE_player) exitWith {};
private "_jamChance";
_jamChance = 1 / getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_MRBS"); // arma handles division by 0
_jamChance = [[0.5*_jamChance,1.5*_jamChance,7.5*_jamChance,37.5*_jamChance], 3 * _scaledTemperature] call EFUNC(common,interpolateFromArray);
// increase jam chance on dusty grounds if prone
if (stance _unit == "PRONE") then {
private "_surface";
_surface = toArray (surfaceType getPosASL _unit);
_surface deleteAt 0;
_surface = configFile >> "CfgSurfaces" >> toString _surface;
if (isClass _surface) then {
_jamChance = _jamChance + (getNumber (_surface >> "dust")) * _jamChance;
};
};
//_jamChance = 0.5;
systemChat format ["Temperature: %1 - JamChance: %2", _scaledTemperature, _jamChance];
if (random 1 < _jamChance) then {
[_unit, _weapon] call FUNC(jamWeapon);
};