ACE3/addons/overheating/functions/fnc_firedEH.sqf
ulteq d4c4e68e42
Overheating - Minor performance tweaks (#5739)
* Don't try to cool down an already cooled barrel
* Don't run the projectile direction update routine if we know that the max. possible deflection is < 0.05 mrad
2017-11-11 20:45:13 +01:00

117 lines
5.1 KiB
Plaintext

/*
* Author: Commy2 and esteldunedain
* Handle weapon fire. Called from the unified fired EH 1- always for the local player 2- and for non local players if dispersion is simulated.
*
* Arguments:
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* None
*
* Example:
* call ace_overheating_fnc_firedEH
*
* Public: No
*/
#include "script_component.hpp"
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
BEGIN_COUNTER(firedEH);
if ((_unit distance ACE_player) > 3000 //Ignore far away shots
|| {(_muzzle != (primaryWeapon _unit)) && {_muzzle != (handgunWeapon _unit)}}) exitWith { // Only rifle or pistol muzzles (ignore grenades / GLs)
END_COUNTER(firedEH);
};
// Compute new temperature if the unit is the local player
if (_unit == ACE_player) then {
_this call FUNC(overheat);
};
// Get current temperature from the unit variable
private _temperature = _unit getVariable [format [QGVAR(%1_temp), _weapon], 0];
private _scaledTemperature = linearConversion [0, 1000, _temperature, 0, 1, true];
TRACE_2("Unit fired with temp:",_unit,_temperature);
//Get weapon data from cache:
([_weapon] call FUNC(getWeaponData)) params ["_dispersion", "_slowdownFactor", "_jamChance"];
TRACE_4("weapon data from cache",_weapon,_dispersion,_slowdownFactor,_jamChance);
// Dispersion and bullet slow down
if (GVAR(overheatingDispersion) && _scaledTemperature > 0.1) then {
// Exit if GVAR(pseudoRandomList) isn't synced yet
if (isNil QGVAR(pseudoRandomList)) exitWith {ERROR("No pseudoRandomList sync");};
//Dispersion: 0 mils @ 0°C, 0.5 mils @ 333°C, 2.2 mils @ 666°C, 5 mils at 1000°C
_dispersion = _dispersion * 0.28125 * (_scaledTemperature^2);
_slowdownFactor = _slowdownFactor * linearConversion [0.666, 1, _scaledTemperature, 0, -0.1, true];
// Get the pseudo random values for dispersion from the remaining ammo count
(GVAR(pseudoRandomList) select ((_unit ammo _weapon) mod (count GVAR(pseudoRandomList)))) params ["_dispersionX", "_dispersionY"];
TRACE_4("change",_dispersion,_slowdownFactor,_dispersionX,_dispersionY);
TRACE_PROJECTILE_INFO(_projectile);
[_projectile, _dispersionX * _dispersion, _dispersionY * _dispersion, _slowdownFactor * vectorMagnitude (velocity _projectile)] call EFUNC(common,changeProjectileDirection);
TRACE_PROJECTILE_INFO(_projectile);
};
// ------ LOCAL AND NEARBY PLAYERS DEPENDING ON SETTINGS ------------
// Particle effects only apply to the local player and, depending on settings, to other nearby players
if (_unit != ACE_player && (!GVAR(showParticleEffectsForEveryone) || {_unit distance ACE_player > 20})) exitWith {
END_COUNTER(firedEH);
};
//Particle Effects:
if (GVAR(showParticleEffects) && _scaledTemperature > 0.1 && {CBA_missionTime > (_unit getVariable [QGVAR(lastDrop), -1000]) + 0.40}) then {
_unit setVariable [QGVAR(lastDrop), CBA_missionTime];
private _direction = (_unit weaponDirection _weapon) vectorMultiply 0.25;
private _position = (position _projectile) vectorAdd (_direction vectorMultiply (4*(random 0.30)));
// Refract SFX, beginning at temp 100°C and maxs out at 500°C
private _intensity = linearConversion [0.1, 0.5, _scaledTemperature, 0, 1, true];
TRACE_3("refract",_direction,_position,_intensity);
if (_intensity > 0) then {
drop [
"\A3\data_f\ParticleEffects\Universal\Refract", "", "Billboard", 10, 2, _position, _direction, 0, 1.2, 1.0,
0.1, [0.10,0.25], [[0.6,0.6,0.6,0.3 * _intensity],[0.2,0.2,0.2,0.05 * _intensity]], [0,1], 0.1, 0.05, "", "", ""];
};
// Smoke SFX, beginning at temp 150°C
private _intensity = linearConversion [0.15, 1, _scaledTemperature, 0, 1, true];
TRACE_3("smoke",_direction,_position,_intensity);
if (_intensity > 0) then {
drop [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 1, 16], "", "Billboard", 10, 1.2, _position,
[0,0,0.15], 100 + random 80, 1.275, 1, 0.025, [0.15,0.43], [[0.6,0.6,0.6,0.5 * _intensity],[0.2,0.2,0.2,0.15 * _intensity]],
[0,1], 1, 0.04, "", "", ""];
};
};
// ------ LOCAL PLAYER ONLY ------------
// Only compute jamming for the local player
if (_unit != ACE_player) exitWith {END_COUNTER(firedEH);};
_jamChance = _jamChance * ([[0.5, 1, 2, 8, 20, 150], 5 * _scaledTemperature] call EFUNC(common,interpolateFromArray));
// increase jam chance on dusty grounds if prone (and at ground level)
if ((stance _unit == "PRONE") && {((getPosATL _unit) select 2) < 1}) then {
private _surface = configFile >> "CfgSurfaces" >> ((surfaceType getPosASL _unit) select [1]);
if (isClass _surface) then {
TRACE_1("dust",getNumber (_surface >> "dust"));
_jamChance = _jamChance + (getNumber (_surface >> "dust")) * _jamChance;
};
};
TRACE_3("check for random jam",_unit,_weapon,_jamChance);
if ((random 1) < _jamChance) then {
[_unit, _weapon] call FUNC(jamWeapon);
};
END_COUNTER(firedEH);