mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
107 lines
4.0 KiB
Plaintext
107 lines
4.0 KiB
Plaintext
#include "script_component.hpp"
|
|
/*
|
|
* Author: drofseh
|
|
* Update temperature of the round in the chamber and determine if a cookoff should occur.
|
|
*
|
|
* Arguments:
|
|
* 0: Unit <OBJECT>
|
|
* 1: Weapon <STRING>
|
|
* 2: Barrel Temperature <STRING>
|
|
*
|
|
* Return Value:
|
|
* Current ammunition temperature <NUMBER>
|
|
*
|
|
* Example:
|
|
* [player, currentWeapon player, 600] call ace_overheating_fnc_updateAmmoTemperature
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
params ["_unit", "_weapon", "_barrelTemperature"];
|
|
TRACE_3("params",_unit,_weapon,_barrelTemperature);
|
|
|
|
private _closedBolt = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(closedBolt));
|
|
private _canUnjam = [_unit] call FUNC(canUnjam);
|
|
|
|
// Skip if no ammo in chamber
|
|
if (
|
|
_unit ammo _weapon < 1
|
|
// closed bolt, and jammed and type not failure to fire
|
|
|| {_closedBolt == 1 && {_canUnjam} && {!(_unit getVariable [format [QGVAR(%1_jamType), _weapon], "None"] in ["Fire","Dud"])}}
|
|
// open bolt, and not jammed, or jammed and type not failure to fire
|
|
|| {_closedBolt == 0 && {!_canUnjam || {_canUnjam && {!(_unit getVariable [format [QGVAR(%1_jamType), _weapon], "None"] in ["Fire","Dud"])}}}}
|
|
) exitWith {
|
|
_unit setVariable [format [QGVAR(%1_ammoTemp), _weapon], 0];
|
|
0
|
|
};
|
|
|
|
private _ammoTempVarName = format [QGVAR(%1_ammoTemp), _weapon];
|
|
private _ammoTemperature = _unit getVariable [_ammoTempVarName, 0];
|
|
|
|
// heat or cool the ammo
|
|
if (_ammoTemperature < _barrelTemperature) then {
|
|
// this is functional and feels ok, but someone please do better heat transfer math here, my head hurts.
|
|
private _temperatureDifference = _barrelTemperature - _ammoTemperature;
|
|
_ammoTemperature = _ammoTemperature + (1 max ((_temperatureDifference / 2.75) - 100));
|
|
} else {
|
|
_ammoTemperature = _barrelTemperature;
|
|
};
|
|
|
|
// check for cook off
|
|
if (_ammoTemperature > (GUNPOWDER_IGNITION_TEMP * GVAR(cookoffCoef))) then {
|
|
|
|
// a weapon with a failure to fire or dud type jam will be unjammed from cooking off
|
|
// this is first so that the fired event from the cookoff can also cause a jam
|
|
private _jamType = _unit getVariable [format [QGVAR(%1_jamType), _weapon], "None"];
|
|
if (_canUnjam && {_jamType in ["Fire","Dud"]}) then {
|
|
|
|
[_unit, currentMuzzle _unit, true] call FUNC(clearJam);
|
|
|
|
// clearJam will remove a dud round, but so will the forced fire, so give back the lost round and shoot it
|
|
if (_jamType isEqualTo "Dud") then {
|
|
private _ammo = _unit ammo _weapon;
|
|
_unit setAmmo [_weapon, _ammo + 1];
|
|
};
|
|
};
|
|
|
|
// get valid mode and muzzle for the main weapon, we don't want the cookoff to come from an underbarrel launcher
|
|
([_weapon] call FUNC(getWeaponData)) params ["", "", "", "_modes", "_muzzle", "_reloadTime"];
|
|
|
|
// get an appropriate firemode and muzzle, cache the current muzzle
|
|
// trying to match firemodes and switching back to the cached muzzle will hide the change from the player and prevent unexpected mode/muzzle changes (going from full auto to semi auto, or from underbarrel GL to rifle for example)
|
|
private _muzzleCache = currentMuzzle _unit;
|
|
private _mode = currentWeaponMode _unit;
|
|
if !(_mode in _modes) then {
|
|
_mode = _modes select 0;
|
|
};
|
|
|
|
// delay cookoff to ensure any previous animation from a fired event is finished
|
|
[
|
|
{
|
|
params ["_unit", "_muzzleCache", "_mode", "_muzzle"];
|
|
|
|
// fire the cookoff
|
|
_unit forceWeaponFire [_muzzle, _mode];
|
|
|
|
// switch back to the cached muzzle if required
|
|
if (_muzzle != _muzzleCache) then {
|
|
_unit selectWeapon _muzzleCache;
|
|
};
|
|
|
|
[
|
|
[localize LSTRING(WeaponCookedOff)],
|
|
true // allows the hint to be overwritten by another hint, such as a jam or another cookoff
|
|
] call CBA_fnc_notify;
|
|
},
|
|
[_unit, _muzzleCache, _mode, _muzzle],
|
|
_reloadTime
|
|
] call CBA_fnc_waitAndExecute;
|
|
|
|
// if the cookoff happened then the next round should start at 0
|
|
_ammoTemperature = 0;
|
|
};
|
|
|
|
_unit setVariable [_ammoTempVarName, _ammoTemperature];
|
|
|
|
_ammoTemperature
|