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