ACE3/addons/overheating/XEH_postInit.sqf
Drofseh f83c605958
Overheating - Add cook off and rate of fire features and additional customization settings (#8064)
* 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>
2021-10-14 10:47:52 -05:00

112 lines
4.7 KiB
Plaintext

// 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) = call CBA_fnc_createNamespace;
GVAR(cacheAmmoData) = call CBA_fnc_createNamespace;
GVAR(cacheSilencerData) = call CBA_fnc_createNamespace;
//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;
};
// 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 {
[
{acex_field_rations_enabled || CBA_missionTime > 1},
{
if (!acex_field_rations_enabled) exitWith {};
_CoolWeaponWithWaterSourceAction = [
QGVAR(CoolWeaponWithWaterSource),
LLSTRING(CoolWeaponWithWaterSource),
"\z\acex\addons\field_rations\ui\icon_water_tap.paa",
{
private _waterSource = _target getVariable ["acex_field_rations_waterSource", objNull];
[_player, _waterSource] call FUNC(coolWeaponWithWaterSource);
},
{
private _waterSource = _target getVariable ["acex_field_rations_waterSource", objNull];
[_player, _waterSource] call acex_field_rations_fnc_canDrinkFromSource;
}
] call EFUNC(interact_menu,createAction);
["acex_field_rations_helper", 0, ["acex_field_rations_waterSource"], _CoolWeaponWithWaterSourceAction] call EFUNC(interact_menu,addActionToClass);
},
[]
] call CBA_fnc_waitUntilAndExecute;
};
}] call CBA_fnc_addEventHandler;