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99c85e3c12
* 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>
69 lines
2.5 KiB
Plaintext
69 lines
2.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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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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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) get _ammo;
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if (isNil "_energyIncrement") then {
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private _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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_energyIncrement = GVAR(heatCoef) * 0.0015 * _bulletMass * (vectorMagnitudeSqr velocity _projectile);
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GVAR(cacheAmmoData) set [_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 _suppressor = 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 (_suppressor != "" && {GVAR(suppressorCoef) > 0}) then {
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private _suppressorCoef = GVAR(cacheSilencerData) get _suppressor;
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if (isNil "_suppressorCoef") then {
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private _config = configFile >> "CfgWeapons" >> _suppressor >> "ItemInfo" >> "AmmoCoef";
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_suppressorCoef = GVAR(suppressorCoef) * (1 + (1 - getNumber (_config >> "audibleFire")) + (1 - getNumber (_config >> "visibleFire")));
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GVAR(cacheSilencerData) set [_suppressor, _suppressorCoef];
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};
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_energyIncrement = _energyIncrement * _suppressorCoef;
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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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