ACE3/addons/overheating/functions/fnc_getWeaponData.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

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#include "script_component.hpp"
/*
* Author: PabstMirror and esteldunedain
* Get weapon data with caching
*
* Arguments:
* 0: weapon type <STRING>
*
* Return Value:
* 0: dispresion <NUMBER>
* 1: slowdownFactor <NUMBER>
* 2: jamChance <NUMBER>
*
* Example:
* ["gun"] call ace_overheating_fnc_getWeaponData
*
* Public: No
*/
params ["_weapon"];
// Look in the cache first
private _weaponData = GVAR(cacheWeaponData) getVariable _weapon;
if (!isNil "_weaponData") exitWith {_weaponData};
// Search the config
// The old and new properties have the same name for dispersion, so read whichever is closer to the children
private _property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(dispersion);
private _dispersion = if (isNumber _property) then {
getNumber _property;
} else {
if (isArray _property) then {
// Map old array property to new number property
((getArray _property) select 3) / 0.004;
} else {
1;
};
};
// The old and new properties have the same name for slowdownFactor, so read whichever is closer to the children
_property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(slowdownFactor);
private _slowdownFactor = if (isNumber _property) then {
getNumber _property;
} else {
if (isArray _property) then {
// Map old array property to new number property
((getArray _property) select 3) / 0.9;
} else {
1;
};
};
// For jam chance, try reading the legacy property first (ace_overheating_jamChance).
private _jamChance = 1 / 3000;
_property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(JamChance);
// If it exists read it, as the weapon is probably third party and not updated to the new properties
if (isArray _property) then {
// Map old array property to new number property
_jamChance = (getArray _property) select 1;
} else {
// No legacy property was found, look for the new one
_property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(mrbs);
if (isNumber _property) then {
_jamChance = 1 / getNumber _property;
};
};
// for cookoff
private _modes = getArray (configFile >> "CfgWeapons" >> _weapon >> "modes");
private _muzzle = getArray (configFile >> "CfgWeapons" >> _weapon >> "muzzles") select 0;
if (_muzzle == "this") then {
_muzzle = _weapon;
};
private _reloadTime = getNumber (configfile >> "CfgWeapons" >> _weapon >> (_modes select 0) >> "reloadTime");
// Cache the values
_weaponData = [_dispersion, _slowdownFactor, _jamChance, _modes, _muzzle, _reloadTime];
TRACE_2("building cache",_weapon,_weaponData);
GVAR(cacheWeaponData) setVariable [_weapon, _weaponData];
_weaponData