ACE3/addons/overheating/functions/fnc_firedEH.sqf
2021-10-24 12:40:11 -05:00

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#include "script_component.hpp"
/*
* Author: Commy2 and esteldunedain
* 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.
*
* Arguments:
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* None
*
* Example:
* call ace_overheating_fnc_firedEH
*
* Public: No
*/
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
BEGIN_COUNTER(firedEH);
if ((_unit distance ACE_player) > GVAR(particleEffectsAndDispersionDistance)
|| {(_muzzle != (primaryWeapon _unit)) && {_muzzle != (handgunWeapon _unit)}}) exitWith { // Only rifle or pistol muzzles (ignore grenades / GLs)
END_COUNTER(firedEH);
};
// Get current temperature from the unit variable
private _temperature = _unit getVariable [format [QGVAR(%1_temp), _weapon], 0];
private _scaledTemperature = linearConversion [0, 1000, _temperature, 0, 1, true];
TRACE_2("Unit fired with temp:",_unit,_temperature);
// Get weapon data from cache:
([_weapon] call FUNC(getWeaponData)) params ["_dispersion", "_slowdownFactor", "_jamChance"];
TRACE_4("weapon data from cache",_weapon,_dispersion,_slowdownFactor,_jamChance);
if (_scaledTemperature > 0.1) then {
// Dispersion and bullet slow down
if (GVAR(overheatingDispersion)) then {
if (isNil QGVAR(pseudoRandomList)) exitWith {ERROR("No pseudoRandomList sync");};
//Dispersion: 0 mils @ 0°C, 0.5 mils @ 333°C, 2.2 mils @ 666°C, 5 mils at 1000°C
_dispersion = _dispersion * 0.28125 * (_scaledTemperature^2);
_slowdownFactor = _slowdownFactor * linearConversion [0.666, 1, _scaledTemperature, 0, -0.1, true];
// Get the pseudo random values for dispersion from the remaining ammo count
(GVAR(pseudoRandomList) select ((_unit ammo _weapon) mod (count GVAR(pseudoRandomList)))) params ["_dispersionX", "_dispersionY"];
TRACE_4("change",_dispersion,_slowdownFactor,_dispersionX,_dispersionY);
TRACE_PROJECTILE_INFO(_projectile);
[_projectile, _dispersionX * _dispersion, _dispersionY * _dispersion, _slowdownFactor * vectorMagnitude (velocity _projectile)] call EFUNC(common,changeProjectileDirection);
TRACE_PROJECTILE_INFO(_projectile);
};
// Particle Effects
if (GVAR(showParticleEffects)
&& {GVAR(showParticleEffectsForEveryone) || {_unit == ACE_player} || {_unit distance ACE_player <= 20}}
&& {CBA_missionTime > (_unit getVariable [QGVAR(lastDrop), -1000]) + 0.40}) then {
_unit setVariable [QGVAR(lastDrop), CBA_missionTime];
private _direction = (_unit weaponDirection _weapon) vectorMultiply 0.25;
private _position = (position _projectile) vectorAdd (_direction vectorMultiply (4*(random 0.30)));
// Refract SFX, beginning at temp 100°C and maxs out at 500°C
private _intensity = linearConversion [0.1, 0.5, _scaledTemperature, 0, 1, true];
TRACE_3("refract",_direction,_position,_intensity);
if (_intensity > 0) then {
drop [
"\A3\data_f\ParticleEffects\Universal\Refract", "", "Billboard", 10, 2, _position, _direction, 0, 1.2, 1.0,
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, "", "", ""];
};
// Smoke SFX, beginning at temp 150°C
private _intensity = linearConversion [0.15, 1, _scaledTemperature, 0, 1, true];
TRACE_3("smoke",_direction,_position,_intensity);
if (_intensity > 0) then {
drop [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 1, 16], "", "Billboard", 10, 1.2, _position,
[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]],
[0,1], 1, 0.04, "", "", ""];
};
};
};
// ------ LOCAL PLAYER ONLY ------------
// Only compute jamming for the local player
if (_unit != ACE_player) exitWith {END_COUNTER(firedEH);};
private _ammoCount = _unit ammo _weapon;
// Compute new temperature once every 3 bullets
if (_ammoCount % 3 == 0) then {
_this call FUNC(overheat);
};
// reset cookoff heat
if (GVAR(cookoffCoef) > 0) then {
_unit setVariable [format [QGVAR(%1_ammoTemp), _weapon], 0];
[_unit, _weapon, _temperature] call FUNC(updateAmmoTemperature);
};
// 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.
// 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
// do not set when empty to prevent animation glitches
if (GVAR(overheatingRateOfFire) && {_ammoCount > 0}) then {
_unit setWeaponReloadingTime [_unit, _muzzle, linearConversion [0, 0.5, _scaledTemperature, 1, 0.909, true]];
};
// Don't bother with jamming if coef makes the chance 0.
if (GVAR(jamChanceCoef) == 0) exitWith {END_COUNTER(firedEH);};
private _value = 5 * _scaledTemperature;
private _array = [0.5, 1, 2, 8, 20, 150];
_jamChance = _jamChance * GVAR(jamChanceCoef) * linearConversion [0, 1, _value % 1, _array select floor _value, _array select ceil _value];
TRACE_3("check for random jam",_unit,_weapon,_jamChance);
private _randomNumber = random 1;
// Fail early if we know that we won't have a malfunction regardless of the ground type.
if (_randomNumber < _jamChance * 2) then {
if (_randomNumber > _jamChance) then {
// Increase jam chance on dusty grounds if prone (and at ground level)
if ((stance _unit == "PRONE") && {((getPosATL _unit) select 2) < 1}) then {
private _surface = configFile >> "CfgSurfaces" >> ((surfaceType getPosASL _unit) select [1]);
if (isClass _surface) then {
TRACE_1("dust",getNumber (_surface >> "dust"));
_jamChance = _jamChance + (getNumber (_surface >> "dust")) * _jamChance;
};
};
};
if (_randomNumber < _jamChance) then {
[_unit, _weapon] call FUNC(jamWeapon);
};
};
END_COUNTER(firedEH);