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141 lines
6.2 KiB
Plaintext
141 lines
6.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Commy2 and esteldunedain
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* Handle weapon fire. Called from the unified fired EH 1- always for the local player 2- and for non local players if dispersion is simulated.
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*
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* Arguments:
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* None. Parameters inherited from EFUNC(common,firedEH)
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*
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* Return Value:
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* None
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*
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* Example:
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* call ace_overheating_fnc_firedEH
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*
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* Public: No
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*/
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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
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TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
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BEGIN_COUNTER(firedEH);
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if ((_unit distance ACE_player) > GVAR(particleEffectsAndDispersionDistance)
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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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// 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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if (_scaledTemperature > 0.1) then {
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// Dispersion and bullet slow down
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if (GVAR(overheatingDispersion)) then {
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if (isNil QGVAR(pseudoRandomList)) exitWith {ERROR("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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// Particle Effects
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if (GVAR(showParticleEffects)
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&& {GVAR(showParticleEffectsForEveryone) || {_unit == ACE_player} || {_unit distance ACE_player <= 20}}
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&& {CBA_missionTime > (_unit getVariable [QGVAR(lastDrop), -1000]) + 0.40}) then {
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_unit setVariable [QGVAR(lastDrop), CBA_missionTime];
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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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};
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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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private _ammoCount = _unit ammo _weapon;
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// Compute new temperature once every 3 bullets
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if (_ammoCount % 3 == 0) then {
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_this call FUNC(overheat);
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};
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// reset cookoff heat
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if (GVAR(cookoffCoef) > 0) then {
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_unit setVariable [format [QGVAR(%1_ammoTemp), _weapon], 0];
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[_unit, _weapon, _temperature] call FUNC(updateAmmoTemperature);
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};
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// decrease time to next shot as heat increases, value is a coef where 1 is unchanged and 0 is instant, 0.8 is a 25% faster ROF.
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// this could be filtered by weapon type, but I think the heat gain and rate of fire on non-automatic weapons is low enough not to bother
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// do not set when empty to prevent animation glitches
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if (GVAR(overheatingRateOfFire) && {_ammoCount > 0}) then {
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_unit setWeaponReloadingTime [_unit, _muzzle, linearConversion [0, 0.5, _scaledTemperature, 1, 0.909, true]];
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};
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// Don't bother with jamming if coef makes the chance 0.
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if (GVAR(jamChanceCoef) == 0) exitWith {END_COUNTER(firedEH);};
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private _value = 5 * _scaledTemperature;
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private _array = [0.5, 1, 2, 8, 20, 150];
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_jamChance = _jamChance * GVAR(jamChanceCoef) * linearConversion [0, 1, _value % 1, _array select floor _value, _array select ceil _value];
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TRACE_3("check for random jam",_unit,_weapon,_jamChance);
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private _randomNumber = random 1;
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// Fail early if we know that we won't have a malfunction regardless of the ground type.
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if (_randomNumber < _jamChance * 2) then {
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if (_randomNumber > _jamChance) then {
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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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};
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if (_randomNumber < _jamChance) then {
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[_unit, _weapon] call FUNC(jamWeapon);
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};
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};
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END_COUNTER(firedEH);
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