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99c85e3c12
* 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>
121 lines
5.0 KiB
Plaintext
121 lines
5.0 KiB
Plaintext
// by esteldunedain
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#include "script_component.hpp"
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// Spare barrel item to magazine
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["ACE_SpareBarrel_Item", "ACE_SpareBarrel"] call EFUNC(common,registerItemReplacement);
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if (hasInterface) then {
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// Add keybinds
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["ACE3 Weapons", QGVAR(unjamWeapon), localize LSTRING(UnjamWeapon), {
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !(GVAR(enabled) && {[ACE_player] call FUNC(canUnjam)}) exitWith {false};
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// Statement
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[ACE_player, currentMuzzle ACE_player, false] call FUNC(clearJam);
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true
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}, {false}, [19, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + R Key
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};
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["CBA_settingsInitialized", {
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TRACE_1("SettingsInitialized eh", GVAR(enabled));
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if (!GVAR(enabled)) exitWith {};
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if (isServer) then {
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GVAR(pseudoRandomList) = [];
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// Construct a list of pseudo random 2D vectors
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for "_i" from 0 to 30 do {
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GVAR(pseudoRandomList) pushBack [-1 + random 2, -1 + random 2];
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};
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publicVariable QGVAR(pseudoRandomList);
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// Keep track of the temperature of stored spare barrels
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GVAR(storedSpareBarrels) = createHashMap;
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// Install event handlers for spare barrels
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[QGVAR(sendSpareBarrelTemperatureHint), FUNC(sendSpareBarrelsTemperaturesHint)] call CBA_fnc_addEventHandler;
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[QGVAR(loadCoolestSpareBarrel), FUNC(loadCoolestSpareBarrel)] call CBA_fnc_addEventHandler;
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// Schedule cool down calculation of stored spare barrels
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[] call FUNC(updateSpareBarrelsTemperaturesThread);
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};
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if !(hasInterface) exitWith {};
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GVAR(cacheWeaponData) = createHashMap;
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GVAR(cacheAmmoData) = createHashMap;
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GVAR(cacheSilencerData) = createHashMap;
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//Add Take EH if required
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if (GVAR(unJamOnReload) || {GVAR(cookoffCoef) > 0}) then {
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["CAManBase", "Take", {_this call FUNC(handleTakeEH);}] call CBA_fnc_addClassEventHandler;
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};
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// Register fire event handler
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["ace_firedPlayer", DFUNC(firedEH)] call CBA_fnc_addEventHandler;
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// Only add eh to non local players if dispersion is enabled
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if (GVAR(overheatingDispersion) || {GVAR(showParticleEffectsForEveryone)}) then {
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["ace_firedPlayerNonLocal", DFUNC(firedEH)] call CBA_fnc_addEventHandler;
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};
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// Schedule cool down calculation of player weapons at (infrequent) regular intervals
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[] call FUNC(updateTemperatureThread);
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//Add event handlers and start ammo heating loop for cookoff
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if (GVAR(cookoffCoef) > 0) then {
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[] call FUNC(updateAmmoTemperatureThread);
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// Reset ammo temperature on reload, unless the reload is a second muzzle.
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["CAManBase", "Reloaded", {
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params ["_unit", "_weapon", "_muzzle"];
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if (_muzzle == _weapon) then {
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_unit setVariable [format [QGVAR(%1_ammoTemp), _weapon], 0];
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};
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}] call CBA_fnc_addClassEventHandler;
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};
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// Reset all weapon heat to ambient on death to prevent cookoffs when a unit respawns.
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["CAManBase", "Killed", {
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params ["_unit"];
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{
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_unit setVariable [_x, ambientTemperature select 0];
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} forEach (_unit getVariable [QGVAR(trackedWeapons), []]);
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_unit setVariable [QGVAR(trackedWeapons), []];
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}] call CBA_fnc_addClassEventHandler;
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// Install event handler to display temp when a barrel was swapped
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[QGVAR(showWeaponTemperature), DFUNC(displayTemperature)] call CBA_fnc_addEventHandler;
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// Install event handler to initiate an assisted barrel swap
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[QGVAR(initiateSwapBarrelAssisted), DFUNC(swapBarrel)] call CBA_fnc_addEventHandler;
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// Add an action to allow hot weapons to be cooled off in AceX Field Rations water sources
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if (isClass (configfile >> "CfgPatches" >> "acex_field_rations")) then {
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[
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{EXGVAR(field_rations,enabled) || CBA_missionTime > 1},
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{
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if (!EXGVAR(field_rations,enabled)) exitWith {};
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private _coolWeaponWithWaterSourceAction = [
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QGVAR(CoolWeaponWithWaterSource),
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LLSTRING(CoolWeaponWithWaterSource),
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QPATHTOEF(field_rations,ui\icon_water_tap.paa),
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{
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private _waterSource = _target getVariable [QEGVAR(field_rations,waterSource), objNull];
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[_player, _waterSource] call FUNC(coolWeaponWithWaterSource);
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},
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{
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private _waterSource = _target getVariable [QEGVAR(field_rations,waterSource), objNull];
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[_player, _waterSource] call EFUNC(field_rations,canDrinkFromSource);
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}
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] call EFUNC(interact_menu,createAction);
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[QEGVAR(field_rations,helper), 0, [QEGVAR(field_rations,waterSource)], _coolWeaponWithWaterSourceAction] call EFUNC(interact_menu,addActionToClass);
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},
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[]
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] call CBA_fnc_waitUntilAndExecute;
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};
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}] call CBA_fnc_addEventHandler;
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