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f83c605958
* 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>
82 lines
2.6 KiB
Plaintext
82 lines
2.6 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror and esteldunedain
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* Get weapon data with caching
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*
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* Arguments:
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* 0: weapon type <STRING>
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*
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* Return Value:
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* 0: dispresion <NUMBER>
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* 1: slowdownFactor <NUMBER>
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* 2: jamChance <NUMBER>
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*
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* Example:
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* ["gun"] call ace_overheating_fnc_getWeaponData
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*
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* Public: No
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*/
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params ["_weapon"];
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// Look in the cache first
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private _weaponData = GVAR(cacheWeaponData) getVariable _weapon;
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if (!isNil "_weaponData") exitWith {_weaponData};
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// Search the config
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// The old and new properties have the same name for dispersion, so read whichever is closer to the children
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private _property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(dispersion);
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private _dispersion = if (isNumber _property) then {
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getNumber _property;
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} else {
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if (isArray _property) then {
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// Map old array property to new number property
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((getArray _property) select 3) / 0.004;
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} else {
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1;
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};
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};
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// The old and new properties have the same name for slowdownFactor, so read whichever is closer to the children
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_property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(slowdownFactor);
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private _slowdownFactor = if (isNumber _property) then {
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getNumber _property;
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} else {
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if (isArray _property) then {
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// Map old array property to new number property
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((getArray _property) select 3) / 0.9;
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} else {
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1;
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};
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};
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// For jam chance, try reading the legacy property first (ace_overheating_jamChance).
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private _jamChance = 1 / 3000;
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_property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(JamChance);
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// If it exists read it, as the weapon is probably third party and not updated to the new properties
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if (isArray _property) then {
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// Map old array property to new number property
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_jamChance = (getArray _property) select 1;
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} else {
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// No legacy property was found, look for the new one
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_property = configFile >> "CfgWeapons" >> _weapon >> QGVAR(mrbs);
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if (isNumber _property) then {
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_jamChance = 1 / getNumber _property;
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};
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};
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// for cookoff
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private _modes = getArray (configFile >> "CfgWeapons" >> _weapon >> "modes");
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private _muzzle = getArray (configFile >> "CfgWeapons" >> _weapon >> "muzzles") select 0;
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if (_muzzle == "this") then {
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_muzzle = _weapon;
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};
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private _reloadTime = getNumber (configfile >> "CfgWeapons" >> _weapon >> (_modes select 0) >> "reloadTime");
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// Cache the values
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_weaponData = [_dispersion, _slowdownFactor, _jamChance, _modes, _muzzle, _reloadTime];
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TRACE_2("building cache",_weapon,_weaponData);
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GVAR(cacheWeaponData) setVariable [_weapon, _weaponData];
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_weaponData
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