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* 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>
47 lines
1.5 KiB
Plaintext
47 lines
1.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Commy2, esteldunedain
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* Swap barrel callback
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*
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* Arguments:
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* 0: Unit initiating the action <OBJECT>
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* 1: Unit that has the weapon <OBJECT>
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* 2: Weapon <STRING>
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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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* [player, currentWeapon player] call ace_overheating_fnc_swapBarrelCallback
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*
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* Public: No
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*/
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params ["_assistant", "_gunner", "_weapon"];
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TRACE_3("params",_assistant,_gunner,_weapon);
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if (_assistant isEqualTo _gunner) then {
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// Barrel mount gesture
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[_gunner, QGVAR(GestureMountMuzzle)] call EFUNC(common,doGesture);
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playSound "ACE_BarrelSwap";
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};
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if (GVAR(unJamOnSwapBarrel) && {[_gunner] call FUNC(canUnjam)}) then {
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[_gunner, currentMuzzle _gunner, true] call FUNC(clearJam);
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};
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// don't consume the barrel, but rotate through them.
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[localize LSTRING(SwappedBarrel), QPATHTOF(UI\spare_barrel_ca.paa)] call EFUNC(common,displayTextPicture);
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private _temp = _gunner getVariable [format [QGVAR(%1_temp), _weapon], 0];
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([_weapon] call FUNC(getWeaponData)) params ["", "", "", "", "", "", "", "_barrelMass"];
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// Instruct the server to load the coolest spare barrel into the weapon and
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// store the removed barrel with the former weapon temperature. The server
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// also updates the current weapon temperature to match that of the new
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// loaded barrel.
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[QGVAR(loadCoolestSpareBarrel), [_assistant, _gunner, _weapon, _temp, _barrelMass]] call CBA_fnc_serverEvent;
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// Store the update time
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_gunner setVariable [format [QGVAR(%1_time), _weapon], CBA_missionTime];
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