ACE3/addons/overheating/functions/fnc_updateAmmoTemperature.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#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:
* New 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 = ([_weapon] call FUNC(getWeaponData)) select 6;
private _canUnjam = [_unit] call FUNC(canUnjam);
private _jamType = _unit getVariable [format [QGVAR(%1_jamType), _weapon], "None"];
// Skip if no ammo in chamber
if (
_unit ammo _weapon < 1
// closed bolt, and jammed and type not failure to fire
|| {_closedBolt == 1 && {_canUnjam} && {!(_jamType in ["Fire","Dud"])}}
// open bolt, and not jammed, or jammed and type not failure to fire
|| {_closedBolt == 0 && {!_canUnjam || {_canUnjam && {!(_jamType in ["Fire","Dud"])}}}}
) exitWith {
private _ambientTemperature = ambientTemperature select 0;
_unit setVariable [format [QGVAR(%1_ammoTemp), _weapon], _ambientTemperature];
_ambientTemperature
};
private _ammoTempVarName = format [QGVAR(%1_ammoTemp), _weapon];
private _ammoTemperature = _unit getVariable [_ammoTempVarName, ambientTemperature select 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;
};
// cookoff if too hot
if (_ammoTemperature > (GUNPOWDER_IGNITION_TEMP * GVAR(cookoffCoef))) then {
[_unit, _weapon, _canUnjam, _jamType] call FUNC(cookoffWeapon);
// since a cookoff happened then the next round should start at the ambient temperature.
_ammoTemperature = ambientTemperature select 0;
};
_unit setVariable [_ammoTempVarName, _ammoTemperature];
_ammoTemperature