62 lines
2.0 KiB
Plaintext
62 lines
2.0 KiB
Plaintext
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-- Currently unimplemented.
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-- Project heat bar and automatically jam gun when it fills.
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local time_quant
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local decrease_quant
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local heat_per_shot = 10
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-- return overheat base amount (factor in section and suppressor)
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function get_overheat_base(weapon)
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if not weapon then return end
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local sec_p = parent_section(weapon:section())
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local overheat_base = ini_overheat:r_float_ex("custom_overheat", sec_p) or overheat_data.base
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if weapon:weapon_is_silencer() then overheat_base = overheat_base * overheat_data.suppressor_mult end
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return overheat_base
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end
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function get_heat()
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return cgd.heat.level
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end
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function actor_on_update()
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-- overheat checks
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if db.actor:active_item() and cgd.has_parts then
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manage_overheat(db.actor:active_item())
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end
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end
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-- this should only be invoked if the weapon can be overheated
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function manage_overheat(wpn)
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-- ignore if not current (somehow)
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if not wpn or wpn:id() ~= cgd.id then return end
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if cgd.heat.level < cgd.heat.overheat_threshold then
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decrease_quant = 0.15
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else
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decrease_quant = 0.05
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end
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local sec = wpn:section()
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if not wpn then return end
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if (string.match(tostring(sec),"knife") or string.match(tostring(sec),"axe")) then return end
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if IsWeapon(wpn) and cgd.heat.level > 0 and data.weapon_state ~= 5 then
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-- decrease quantity over time when not shooting
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cgd.heat.level = clamp(cgd.heat.level - decrease_quant, 0, cgd.heat.overheat_max)
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end
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end
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-- return overheat damage modifier for current weapon, weapon itself is passed to get some convenience things
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-- if you are not passing current, return just 1
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-- eval returns multiplier, pass false gives just level
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function get_overheat_modifier(weapon, eval)
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if true--not get_config("heat")
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then return eval and 1 or 0 end
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local id = weapon:id()
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if eval == nil then eval = true end
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if id ~= cgd.id then return 1 end
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local overheat_base = cgd.heat.overheat_base
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local heat_severity = math.floor(cgd.heat.level/overheat_base)
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if heat_severity > 0 then
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return eval and overheat_data.damage[heat_severity] or heat_severity
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else return eval and 1 or 0 end
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end
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