ACE3/addons/overheating/functions/fnc_loadCoolestSpareBarrel.sqf
2016-03-01 18:14:36 -03:00

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/*
* Author: esteldunedain
* Collect the temperature of all the spare barrels a unit has and load the
* coolest on the unit weapon. Runs on the server.
*
* Argument:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 2: Weapon temp before switching <NUMBER>
* 3: Mass of the removed barrel <NUMBER>
*
* Return value:
* None
*
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_weapon", "_weaponTemp", "_barrelMass"];
TRACE_4("loadCoolestSpareBarrel1",_unit,_weapon,_weaponTemp,_barrelMass);
// Find all spare barrel the player has
private _allMags = magazinesDetail _unit;
TRACE_1("loadCoolestSpareBarrel2",_allMags);
_allMags = _allMags select {_x find "ACE Spare Barrel" == 0};
TRACE_1("loadCoolestSpareBarrel3",_allMags);
if ((count _allMags) < 1) exitWith {};
// Determine which on is coolest
private _coolestTemp = 10000;
private _coolestMag = _allMags select 0;
{
private _temp = 0;
if ([GVAR(storedSpareBarrels), _x] call CBA_fnc_hashHasKey) then {
_temp = ([GVAR(storedSpareBarrels), _x] call CBA_fnc_hashGet) select 0;
};
TRACE_2("loadCoolestSpareBarrel4",_x,_temp);
if (_temp < _coolestTemp) then {
_coolestTemp = _temp;
_coolestMag = _x;
};
} forEach _allMags;
TRACE_3("loadCoolestSpareBarrel5",_coolestTemp,_coolestMag,_weaponTemp);
// The new weapon temperature is similar to the coolest barrel
// Publish the new temperature value
_unit setVariable [format [QGVAR(%1_temp), _weapon], _coolestTemp, true];
// Heat up the coolest barrel to the former weapon temperature
[GVAR(storedSpareBarrels), _coolestMag, [_weaponTemp, ACE_Time, _barrelMass]] call CBA_fnc_hashSet;