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* 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>
31 lines
927 B
Plaintext
31 lines
927 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: Grey-Soldierman
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* Return true if player can swap barrel
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*
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* Arguments:
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* 0: Player <OBJECT>
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* 1: Weapon <STRING>
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*
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* Return Value:
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* Bool <BOOL>
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*
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* Example:
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* [bob, "weapon"] call ace_overheating_fnc_canSwapBarrel
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*
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* Public: No
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*/
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params ["_unit","_weapon"];
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//Check if weapon can have its barrel swapped. If not exit out of function
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if ( !GVAR(enabled) || {getNumber (configFile >> 'CfgWeapons' >> _weapon >> QGVAR(allowSwapBarrel)) != 1}) exitWith{false};
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//Get the classname of the spare barrel for the weapon
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private _weaponBarrelClass = getText (configFile >> 'CfgWeapons' >> _weapon >> QGVAR(barrelClassname));
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//If the weapon has no defined classname then use the ACE one
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if (_weaponBarrelClass == "") then {
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_weaponBarrelClass = "ACE_SpareBarrel";
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};
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//If the player has the spare barrel then it can be swapped
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(_weaponBarrelClass in magazines _unit)
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