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fnc_coolWeaponWithItem.sqf
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fnc_coolWeaponWithItem.sqf
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#include "..\script_component.hpp"
/*
* Author: mharis001, Glowbal, PabstMirror, drofseh
* Cool a weapon with an item and consume the item being used to cool it.
*
* Arguments:
* 0: Target <OBJECT>
* 1: Player <OBJECT>
* 2: Item <STRING>
*
* Return Value:
* None
*
* Example:
* [ACE_player, ACE_player, "ACE_WaterBottle"] call ace_overheating_fnc_coolWeaponWithItem
*
* Public: No
*/
params ["_target", "_unit", "_item"];
private _config = configFile >> "CfgWeapons" >> _item;
// Get values
private _weapon = currentWeapon _target;
private _tempVarName = format [QGVAR(%1_temp), _weapon];
private _temperature = _target getVariable [_tempVarName, 0];
private _replacementItem = getText (_config >> QEXGVAR(field_rations,replacementItem));
private _liquidAmount = getNumber (_config >> QEXGVAR(field_rations,thirstQuenched));
private _consumeText = format [LLSTRING(CoolingWeaponWithItem), getText (configFile >> "CfgWeapons" >> _weapon >> "displayName"), getText (_config >> "displayName")];
/* // to be added when licence compatible audio can be found or recorded
private _pouringSound = QPATHTO_R(sounds\sizzling_short.ogg);
if (_temperature < 100) then {
if (_liquidAmount > 5) then {
_pouringSound = QPATHTO_R(sounds\pouring_long.ogg);
} else {
_pouringSound = QPATHTO_R(sounds\pouring_short.ogg);
};
} else {
if (_liquidAmount > 5) then {
_pouringSound = QPATHTO_R(sounds\sizzling_long.ogg);
};
};
playSound3D [_pouringSound, _target, false, AGLToASL (_target modelToWorld (_target selectionPosition "RightHand")), 5, 1, 10];
*/
private _fnc_onSuccess = {
params ["_args"];
_args params ["_target", "_unit", "_item", "_weapon", "_tempVarName", "_temperature", "_replacementItem", "_liquidAmount"];
TRACE_1("Cool weapon with item successful",_args);
// remove the item
_unit removeItem _item;
// Add replacement item if needed
if (_replacementItem != "") then {
[_unit, _replacementItem] call EFUNC(common,addToInventory);
};
// cool the weapon
private _weaponData = [_weapon] call FUNC(getWeaponData);
_temperature = [_temperature, _weaponData select 7, _liquidAmount * 10, _weaponData select 6] call FUNC(calculateCooling);
[_target, _tempVarName, _temperature, TEMP_TOLERANCE] call EFUNC(common,setApproximateVariablePublic);
};
/*
private _fnc_onFailure = {
params ["_args","_elapsedTime"];
_args params ["_target", "_unit"];
};
*/
private _fnc_condition = {
params ["_args"];
_args params ["", "_unit", "_item"];
_item in (_unit call EFUNC(common,uniqueItems))
};
[
_liquidAmount,
[
_target,
_unit,
_item,
_weapon,
_tempVarName,
_temperature,
_replacementItem,
_liquidAmount
],
_fnc_onSuccess,
{}, //_fnc_onFailure,
_consumeText,
_fnc_condition
] call EFUNC(common,progressBar);