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122 lines
5.2 KiB
Plaintext
122 lines
5.2 KiB
Plaintext
/*
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* Author: Commy2 and esteldunedain
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* Handle weapon fire
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*
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* Argument:
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* 0: unit - Object the event handler is assigned to <OBJECT>
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* 1: weapon - Fired weapon <STRING>
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* 2: muzzle - Muzzle that was used <STRING>
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* 3: mode - Current mode of the fired weapon <STRING>
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* 4: ammo - Ammo used <STRING>
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* 5: magazine - magazine name which was used <STRING>
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* 6: projectile - Object of the projectile that was shot <OBJECT>
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*
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* Return value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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BEGIN_COUNTER(firedEH);
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params ["_unit", "_weapon", "_muzzle", "", "_ammo", "", "_projectile"];
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TRACE_5("params",_unit,_weapon,_muzzle,_ammo,_projectile);
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if (((!GVAR(overheatingDispersion)) && {_unit != ACE_player}) //If no dispersion, only run when local
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|| {!([_unit] call EFUNC(common,isPlayer))} //Ignore AI
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|| {(_unit distance ACE_player) > 3000} //Ignore far away shots
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|| {(_muzzle != (primaryWeapon _unit)) && {_muzzle != (handgunWeapon _unit)}}) exitWith { // Only rifle or pistol muzzles (ignore grenades / GLs)
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END_COUNTER(firedEH);
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};
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// Compute new temperature if the unit is the local player
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if (_unit == ACE_player) then {
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_this call FUNC(overheat);
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};
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// Get current temperature from the unit variable
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private _temperature = _unit getVariable [format [QGVAR(%1_temp), _weapon], 0];
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private _scaledTemperature = linearConversion [0, 1000, _temperature, 0, 1, true];
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TRACE_2("Unit fired with temp:",_unit,_temperature);
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//Get weapon data from cache:
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([_weapon] call FUNC(getWeaponData)) params ["_dispersion", "_slowdownFactor", "_jamChance"];
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TRACE_4("weapon data from cache",_weapon,_dispersion,_slowdownFactor,_jamChance);
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// Dispersion and bullet slow down
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if (GVAR(overheatingDispersion)) then {
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// Exit if GVAR(pseudoRandomList) isn't synced yet
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if (isNil QGVAR(pseudoRandomList)) exitWith {ACE_LOGERROR("No pseudoRandomList sync");};
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//Dispersion: 0 mils @ 0°C, 0.5 mils @ 333°C, 2.2 mils @ 666°C, 5 mils at 1000°C
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_dispersion = _dispersion * 0.28125 * (_scaledTemperature^2);
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_slowdownFactor = _slowdownFactor * linearConversion [0.666, 1, _scaledTemperature, 0, -0.1, true];
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// Get the pseudo random values for dispersion from the remaining ammo count
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(GVAR(pseudoRandomList) select ((_unit ammo _weapon) mod (count GVAR(pseudoRandomList)))) params ["_dispersionX", "_dispersionY"];
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TRACE_4("change",_dispersion,_slowdownFactor,_dispersionX,_dispersionY);
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TRACE_PROJECTILE_INFO(_projectile);
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[_projectile, _dispersionX * _dispersion, _dispersionY * _dispersion, _slowdownFactor * vectorMagnitude (velocity _projectile)] call EFUNC(common,changeProjectileDirection);
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TRACE_PROJECTILE_INFO(_projectile);
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};
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// ------ LOCAL AND NEARBY PLAYERS DEPENDING ON SETTINGS ------------
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// Particle effects only apply to the local player and, depending on settings, to other nearby players
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if (_unit != ACE_player && (!GVAR(showParticleEffectsForEveryone) || {_unit distance ACE_player > 20})) exitWith {
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END_COUNTER(firedEH);
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};
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//Particle Effects:
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if (GVAR(showParticleEffects) && {(ACE_time > ((_unit getVariable [QGVAR(lastDrop), -1000]) + 0.40)) && {_scaledTemperature > 0.1}}) then {
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_unit setVariable [QGVAR(lastDrop), ACE_time];
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private _direction = (_unit weaponDirection _weapon) vectorMultiply 0.25;
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private _position = (position _projectile) vectorAdd (_direction vectorMultiply (4*(random 0.30)));
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// Refract SFX, beginning at temp 100°C and maxs out at 500°C
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private _intensity = linearConversion [0.1, 0.5, _scaledTemperature, 0, 1, true];
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TRACE_3("refract",_direction,_position,_intensity);
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if (_intensity > 0) then {
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drop [
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"\A3\data_f\ParticleEffects\Universal\Refract", "", "Billboard", 10, 2, _position, _direction, 0, 1.2, 1.0,
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0.1, [0.10,0.25], [[0.6,0.6,0.6,0.3*_intensity],[0.2,0.2,0.2,0.05*_intensity]], [0,1], 0.1, 0.05, "", "", ""];
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};
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// Smoke SFX, beginning at temp 150°C
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private _intensity = linearConversion [0.15, 1, _scaledTemperature, 0, 1, true];
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TRACE_3("smoke",_direction,_position,_intensity);
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if (_intensity > 0) then {
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drop [
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["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 1, 16], "", "Billboard", 10, 1.2, _position,
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[0,0,0.15], 100 + random 80, 1.275, 1, 0.025, [0.15,0.43], [[0.6,0.6,0.6,0.5*_intensity],[0.2,0.2,0.2,0.15*_intensity]],
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[0,1], 1, 0.04, "", "", ""];
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};
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};
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// ------ LOCAL PLAYER ONLY ------------
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// Only compute jamming for the local player
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if (_unit != ACE_player) exitWith {END_COUNTER(firedEH);};
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_jamChance = _jamChance * ([[0.5, 1.5, 7.5, 37.5], 3 * _scaledTemperature] call EFUNC(common,interpolateFromArray));
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// increase jam chance on dusty grounds if prone (and at ground level)
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if ((stance _unit == "PRONE") && {((getPosATL _unit) select 2) < 1}) then {
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private _surface = configFile >> "CfgSurfaces" >> ((surfaceType getPosASL _unit) select [1]);
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if (isClass _surface) then {
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TRACE_1("dust",getNumber (_surface >> "dust"));
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_jamChance = _jamChance + (getNumber (_surface >> "dust")) * _jamChance;
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};
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};
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TRACE_3("check for random jam",_unit,_weapon,_jamChance);
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if ((random 1) < _jamChance) then {
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[_unit, _weapon] call FUNC(jamWeapon);
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};
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END_COUNTER(firedEH);
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