ACE3/addons/overheating/XEH_postInit.sqf
Drofseh 99c85e3c12
Overheating - Fix issues from release (#8617)
* 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>
2021-11-08 12:06:31 -06:00

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// by esteldunedain
#include "script_component.hpp"
// Spare barrel item to magazine
["ACE_SpareBarrel_Item", "ACE_SpareBarrel"] call EFUNC(common,registerItemReplacement);
if (hasInterface) then {
// Add keybinds
["ACE3 Weapons", QGVAR(unjamWeapon), localize LSTRING(UnjamWeapon), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !(GVAR(enabled) && {[ACE_player] call FUNC(canUnjam)}) exitWith {false};
// Statement
[ACE_player, currentMuzzle ACE_player, false] call FUNC(clearJam);
true
}, {false}, [19, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + R Key
};
["CBA_settingsInitialized", {
TRACE_1("SettingsInitialized eh", GVAR(enabled));
if (!GVAR(enabled)) exitWith {};
if (isServer) then {
GVAR(pseudoRandomList) = [];
// Construct a list of pseudo random 2D vectors
for "_i" from 0 to 30 do {
GVAR(pseudoRandomList) pushBack [-1 + random 2, -1 + random 2];
};
publicVariable QGVAR(pseudoRandomList);
// Keep track of the temperature of stored spare barrels
GVAR(storedSpareBarrels) = createHashMap;
// Install event handlers for spare barrels
[QGVAR(sendSpareBarrelTemperatureHint), FUNC(sendSpareBarrelsTemperaturesHint)] call CBA_fnc_addEventHandler;
[QGVAR(loadCoolestSpareBarrel), FUNC(loadCoolestSpareBarrel)] call CBA_fnc_addEventHandler;
// Schedule cool down calculation of stored spare barrels
[] call FUNC(updateSpareBarrelsTemperaturesThread);
};
if !(hasInterface) exitWith {};
GVAR(cacheWeaponData) = createHashMap;
GVAR(cacheAmmoData) = createHashMap;
GVAR(cacheSilencerData) = createHashMap;
//Add Take EH if required
if (GVAR(unJamOnReload) || {GVAR(cookoffCoef) > 0}) then {
["CAManBase", "Take", {_this call FUNC(handleTakeEH);}] call CBA_fnc_addClassEventHandler;
};
// Register fire event handler
["ace_firedPlayer", DFUNC(firedEH)] call CBA_fnc_addEventHandler;
// Only add eh to non local players if dispersion is enabled
if (GVAR(overheatingDispersion) || {GVAR(showParticleEffectsForEveryone)}) then {
["ace_firedPlayerNonLocal", DFUNC(firedEH)] call CBA_fnc_addEventHandler;
};
// Schedule cool down calculation of player weapons at (infrequent) regular intervals
[] call FUNC(updateTemperatureThread);
//Add event handlers and start ammo heating loop for cookoff
if (GVAR(cookoffCoef) > 0) then {
[] call FUNC(updateAmmoTemperatureThread);
// Reset ammo temperature on reload, unless the reload is a second muzzle.
["CAManBase", "Reloaded", {
params ["_unit", "_weapon", "_muzzle"];
if (_muzzle == _weapon) then {
_unit setVariable [format [QGVAR(%1_ammoTemp), _weapon], 0];
};
}] call CBA_fnc_addClassEventHandler;
};
// Reset all weapon heat to ambient on death to prevent cookoffs when a unit respawns.
["CAManBase", "Killed", {
params ["_unit"];
{
_unit setVariable [_x, ambientTemperature select 0];
} forEach (_unit getVariable [QGVAR(trackedWeapons), []]);
_unit setVariable [QGVAR(trackedWeapons), []];
}] call CBA_fnc_addClassEventHandler;
// Install event handler to display temp when a barrel was swapped
[QGVAR(showWeaponTemperature), DFUNC(displayTemperature)] call CBA_fnc_addEventHandler;
// Install event handler to initiate an assisted barrel swap
[QGVAR(initiateSwapBarrelAssisted), DFUNC(swapBarrel)] call CBA_fnc_addEventHandler;
// Add an action to allow hot weapons to be cooled off in AceX Field Rations water sources
if (isClass (configfile >> "CfgPatches" >> "acex_field_rations")) then {
[
{EXGVAR(field_rations,enabled) || CBA_missionTime > 1},
{
if (!EXGVAR(field_rations,enabled)) exitWith {};
private _coolWeaponWithWaterSourceAction = [
QGVAR(CoolWeaponWithWaterSource),
LLSTRING(CoolWeaponWithWaterSource),
QPATHTOEF(field_rations,ui\icon_water_tap.paa),
{
private _waterSource = _target getVariable [QEGVAR(field_rations,waterSource), objNull];
[_player, _waterSource] call FUNC(coolWeaponWithWaterSource);
},
{
private _waterSource = _target getVariable [QEGVAR(field_rations,waterSource), objNull];
[_player, _waterSource] call EFUNC(field_rations,canDrinkFromSource);
}
] call EFUNC(interact_menu,createAction);
[QEGVAR(field_rations,helper), 0, [QEGVAR(field_rations,waterSource)], _coolWeaponWithWaterSourceAction] call EFUNC(interact_menu,addActionToClass);
},
[]
] call CBA_fnc_waitUntilAndExecute;
};
}] call CBA_fnc_addEventHandler;