mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
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>
63 lines
2.2 KiB
Plaintext
63 lines
2.2 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:
|
|
* 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);
|
|
|
|
([_weapon] call FUNC(getWeaponData)) params ["", "", "", "", "", "", "_closedBolt"];
|
|
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
|