Divergent/mods/Overheat Gunsmoke/gamedata/scripts/z_overheat_gunsmoke.script

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2024-03-17 20:18:03 -04:00
--[[
=====================================================================
Addon : Overheat Gunsmoke
Link : https://www.moddb.com/mods/stalker-anomaly/addons/overheat-gunsmoke
Author : party_50
Credits : Tosox
Date : 21.01.2024
Last Edit : 22.01.2024
=====================================================================
--]]
item_weapon.update_overheat = function()
if item_weapon.overheat < item_weapon.overheat_threshold then
item_weapon.decrease_quant = 0.2
else
item_weapon.decrease_quant = 0.1
end
-- decrease quantity over time
item_weapon.overheat = item_weapon.overheat - item_weapon.decrease_quant >= 0 and item_weapon.overheat - item_weapon.decrease_quant or 0
local wpn = db.actor:active_item()
if not wpn then
if (item_weapon.smoke and item_weapon.smoke:playing()) then
item_weapon.smoke:stop_deffered()
end
return
end
if IsMelee(wpn) then return end
if IsWeapon(wpn) then
-- reset overheat value on weapon change
if not (item_weapon.last_wpn_id) then
item_weapon.last_wpn_id = wpn:id()
end
if (item_weapon.last_wpn_id ~= wpn:id()) then
item_weapon.overheat = 0
item_weapon.last_wpn_id = wpn:id()
end
if not (item_weapon.can_overheat) then
return
end
local rpm = ui_wpn_params.GetRPM(wpn:section())
-- Grab packet data
local se_wpn = alife_object(wpn:id())
local data = utils_stpk.get_weapon_data(se_wpn)
if not data then return end
--printf("RPM: "..rpm)
item_weapon.time_quant = rpm/100
-- Check if weapon firing
if (data.weapon_state == 5) then
-- increase overheat quantity over time
item_weapon.overheat = item_weapon.overheat + item_weapon.time_quant <= item_weapon.max_overheat and item_weapon.overheat + item_weapon.time_quant or item_weapon.max_overheat
else
-- Stop playing particle if value less then threshold
if (item_weapon.overheat < item_weapon.overheat_threshold) then
if (item_weapon.smoke and item_weapon.smoke:playing()) then
item_weapon.smoke:stop_deffered()
end
end
end
--printf("-heat: "..overheat.."/"..overheat_threshold)
-- if overheating greater then threshold
if (item_weapon.overheat >= item_weapon.overheat_threshold) then
-- create particle if not exist
if not (item_weapon.smoke) then
item_weapon.smoke = particles_object("industrial_particles\\weapon_smoke")
end
-- play at bone position
if not (item_weapon.smoke:playing()) then
item_weapon.smoke:play_at_pos(wpn:bone_position("wpn_body", true))
end
-- move to firepoint
local hud = utils_data.read_from_ini(nil, wpn:section(), "hud", "string", nil)
local fire_bone = utils_data.read_from_ini(nil, hud,"fire_bone", "string", nil) or "wpn_body"
local offset = utils_data.read_from_ini(nil, hud, "fire_point", "string", nil) or VEC_ZERO
offset = offset and utils_data.string_to_vector(offset)
-- wpn:direction() is not always equal to actual gun direction.
-- To make smoke position match barrel end better, obtain
-- fire_bone direction instead (probably requires engine edits).
-- Also, :mul(offset.z) ignores x and y offsets of fire bone,
-- to use them you should rotate offset around matrixprod((0, 0, 1), direction)
offset = wpn:direction():mul(offset.z)
item_weapon.smoke:move_to(wpn:bone_position(fire_bone, true):add(offset), VEC_ZERO)
end
end
end