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* move overheating cookoff into separate function * move heatCoef and require mission restart for setting change - move heatCoef to a more sensible place - require mission restart for heatCoef setting change (it gets cached per ammo type) * add exit to ammo temp loop if cookoffCoef is changed to 0 mid-mission - add exit to ammo temp loop if cookoffCoef is changed to 0 mid-mission, this prevents an issue where all weapon cookoff regardless of temp, because required temp gets multiplied by cookoffCoef which has been set to 0. * file end new line * update header for ace_overheating_fnc_cookoffWeapon * use ambientTemperature as floor for weapon and ammo temp * add coolingCoef setting * improve feature documentation * add fnc_cookoffWeapon to XEH_PREP * add type of jam to ace_weaponJammed local event - add type of jam to ace_weaponJammed local event - fix #8637 * fix misspelling Co-authored-by: TyroneMF <TyroneMF@hotmail.com> * clear all weapon heat on death * Update addons/overheating/functions/fnc_updateTemperature.sqf Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com> * deprecate ace_overheating_fnc_getBarrelMass, cache weapon bolt and barrel mass values - cache closed bolt value by moving config look up to ace_overheating_fnc_getWeaponData - cache barrel mass value by moving calculation from ace_overheating_fnc_getBarrelMass to ace_overheating_fnc_getWeaponData - deprecate ace_overheating_fnc_getBarrelMass to be a wrapper for ace_overheating_fnc_getWeaponData that only returns barrel mass * add public functions to get and set weapon and ammo temperature * add `canCoolWeaponWithItem` function, workaround for #8657 * Apply suggestions from code review Co-authored-by: PabstMirror <pabstmirror@gmail.com> * add coef setting for addition heat from suppressor * Update fnc_overheat.sqf * improve fnc_canCoolWeaponWithItem * remove extra ( * Move canCoolWeaponWithItem action code to function * Use hashmaps and reset on settings change * Apply suggestions from code review Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: jonpas <jonpas33@gmail.com>
31 lines
1.1 KiB
Plaintext
31 lines
1.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: esteldunedain & drofseh
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* Update .
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*
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* Arguments:
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* None
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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_updateAmmoTemperatureThread
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*
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* Public: No
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*/
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// If the ace_overheating_cookoffCoef setting is set to 0 mid mission we want to exit right away or it will immediate cause all player weapons to cook off.
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if (GVAR(cookoffCoef) isEqualTo 0) exitWith {
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WARNING_1("'%1' has been set to 0 mid mission. Changing this setting requires mission restart.",GVAR(cookoffCoef));
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};
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private _currentWeapon = currentWeapon ACE_player;
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if ((_currentWeapon != "") && {_currentWeapon == primaryWeapon ACE_player || {_currentWeapon == handgunWeapon ACE_player}}) then {
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private _temperature = ACE_player getVariable [format [QGVAR(%1_temp), _currentWeapon], 0];
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[ACE_player, _currentWeapon, _temperature] call FUNC(updateAmmoTemperature);
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};
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// Schedule for execution again after 1 seconds. A quick loop is needed for ammo temperature in order to have faster cookoffs at higher barrel temps
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[DFUNC(updateAmmoTemperatureThread), [], 1] call CBA_fnc_waitAndExecute;
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