ACE3/addons/overheating/functions/fnc_getWeaponData.sqf

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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: dispersion <NUMBER>
* 1: slowdownFactor <NUMBER>
* 2: jamChance <NUMBER>
* 3: modes <ARRAY>
* 4: muzzle <STRING>
* 5: reloadTime <NUMBER>
* 6: closedBolt <NUMBER>
* 7: barrelMass <NUMBER>
*
* Example:
* ["gun"] call ace_overheating_fnc_getWeaponData
*
* Public: No
*/
params ["_weapon"];
// Look in the cache first
private _weaponData = GVAR(cacheWeaponData) get _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");
private _closedBolt = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(closedBolt));
private _barrelMass = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(barrelMass));
if (_barrelMass <= 0) then {
_barrelMass = METAL_MASS_RATIO * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass") / 22.0) max 1.0;
};
// Cache the values
_weaponData = [_dispersion, _slowdownFactor, _jamChance, _modes, _muzzle, _reloadTime, _closedBolt, _barrelMass];
TRACE_2("building cache",_weapon,_weaponData);
GVAR(cacheWeaponData) set [_weapon, _weaponData];
_weaponData