ACE3/addons/overheating/functions/fnc_updateAmmoTemperature.sqf
2021-10-30 16:42:03 -05:00

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