ACE3/addons/overheating/functions/fnc_clearJam.sqf
Drofseh f83c605958
Overheating - Add cook off and rate of fire features and additional customization settings (#8064)
* Add jamming coef to change or disable jamming.

* change max to 5

* add setting for overheating effects distance, unjaming on barrel swap, increase rate of fire with heat

- add setting for overheating effects distance
- add unjaming on barrel swap, with setting
- add increase rate of fire with heat, with setting
- fix some formatting

* little tweaks

* add overheating cookoff feature

- add overheating cookoff feature
- add documentation
- bugfixes/improvements

* Update ace3-config-entries.md

* Update overheating-framework.md

* Update addons/overheating/XEH_postInit.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/XEH_postInit.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/functions/fnc_firedEH.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/stringtable.xml

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update docs/wiki/feature/overheating.md

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/stringtable.xml

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/functions/fnc_jamWeapon.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/functions/fnc_jamWeapon.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* remove extra underwater cooling, make cookoffCoef enable cookoff

- add coef setting for heat generation per shot
- merge cookoff setting into cookoff coef setting
- remove check for water that increased cooling
- change max rof increase from heat to 10%
- change ammo heating to a less linear formula
- change cookoffCoef to effect inginition tempurature instead of heat amount
- delay cookoff shot until any firing animation is done
- update strings based on feedback

* Update stringtable.xml

* add cookoff notification

* improvements from play testing

- move ammo heat loop into seperate function with a tighter loop
- factor rain into cooling calculation
- handle cooling while swimming
- merge cookoff take event handler into fnc_handleTakeEH
- fix case where cookoff could potentially come from underbarrel weapon muzzle
- only add TakeEH if required by enabled settings
- improve cookoff muzzle/mode handling

* fix missing semi that I swear I already fixed before pushing

* Update overheating-framework.md

* Update fnc_updateAmmoTemperature.sqf

* include wind speed in cooling calculation

* cool with X

- add ace interactions to allow cooling with water sources when Ace X is loaded
- add documentation for cooling
- move getting barrel mass to a function

* documentation formatting

* Add config array for weapon jam types, as not all weapon can get all types IRL.

* remove variable that's not required

* add some compat entries for RHS

* fix merge conflict

* fix a happy little accident

* move to CBA settings, minor styling.

* Update error message in fnc_jamWeapon.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Apply suggestions from code review

Co-authored-by: TyroneMF <TyroneMF@hotmail.com>

Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
2021-10-14 10:47:52 -05:00

82 lines
2.6 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: Commy2
* Make the unit clear the jam from a weapon
*
* Arguments:
* 0: Player <OBJECT>
* 1: Weapon <STRING>
* 2: Skip anim? <BOOL>
*
* Return Value:
* None
*
* Example:
* [player, currentWeapon player, false] call ace_overheating_fnc_clearJam
*
* Public: No
*/
params ["_unit", "_weapon", ["_skipAnim", false]];
TRACE_3("params",_unit,_weapon,_skipAnim);
private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
if (_weapon in _jammedWeapons) then {
private _delay = 0;
if !(_skipAnim) then {
_delay = 2.5;
private _clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_clearJamAction");
if (_clearJamAction == "") then {
_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
};
[_unit, _clearJamAction, 1] call EFUNC(common,doGesture);
if (_weapon == primaryWeapon _unit) then {
playSound QGVAR(fixing_rifle);
} else {
if (_weapon == handgunWeapon _unit) then {
playSound QGVAR(fixing_pistol);
};
};
};
// Check if the jam clearing will be successfull
if (random 1 > GVAR(unJamFailChance)) then {
// Success
[{
params ["_unit", "_weapon", "_jammedWeapons"];
_jammedWeapons = _jammedWeapons - [_weapon];
_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
// If the round is a dud eject the round
if (_unit getVariable [format [QGVAR(%1_jamType), _weapon], "None"] isEqualTo "Dud") then {
private _ammo = _unit ammo _weapon;
_unit setAmmo [_weapon, _ammo - 1];
};
_unit setVariable [format [QGVAR(%1_jamType), _weapon], "None"];
if (_jammedWeapons isEqualTo []) then {
private _id = _unit getVariable [QGVAR(JammingActionID), -1];
[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
_unit setVariable [QGVAR(JammingActionID), -1];
};
if (GVAR(DisplayTextOnJam)) then {
[localize LSTRING(WeaponUnjammed)] call EFUNC(common,displayTextStructured);
};
}, [_unit, _weapon, _jammedWeapons], _delay] call CBA_fnc_waitAndExecute;
} else {
// Failure
if (GVAR(DisplayTextOnJam)) then {
[{
[localize LSTRING(WeaponUnjamFailed)] call EFUNC(common,displayTextStructured);
}, [], _delay] call CBA_fnc_waitAndExecute;
};
};
};