ACE3/addons/overheating/functions/fnc_updateAmmoTemperature.sqf
Drofseh 99c85e3c12
Overheating - Fix issues from release (#8617)
* 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>
2021-11-08 12:06:31 -06:00

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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);
([_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