ACE3/addons/overheating/functions/fnc_updateTemperature.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

46 lines
1.5 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: esteldunedain
* Update temperature of a weapon.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 2: Heat increment (J) <NUMBER>
*
* Return Value:
* Current temperature <NUMBER>
*
* Example:
* [player, currentWeapon player, 2000] call ace_overheating_fnc_updateTemperature
*
* Public: No
*/
params ["_unit", "_weapon", "_heatIncrement"];
TRACE_3("params",_unit,_weapon,_heatIncrement);
// get old values
// each weapon has it's own variable. Can't store the temperature in the weapon since they are not objects unfortunately.
private _tempVarName = format [QGVAR(%1_temp), _weapon];
private _timeVarName = format [QGVAR(%1_time), _weapon];
private _temperature = _unit getVariable [_tempVarName, 0];
private _lastTime = _unit getVariable [_timeVarName, 0];
private _barrelMass = METAL_MASS_RATIO * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass") / 22.0) max 1.0;
// Calculate cooling
_temperature = [_temperature, _barrelMass, CBA_missionTime - _lastTime] call FUNC(calculateCooling);
TRACE_1("cooledTo",_temperature);
// Calculate heating
// Steel Heat Capacity = 466 J/(Kg.K)
_temperature = _temperature + _heatIncrement / (_barrelMass * 466);
// Publish the temperature variable
[_unit, _tempVarName, _temperature, TEMP_TOLERANCE] call EFUNC(common,setApproximateVariablePublic);
// Store the update time locally
_unit setVariable [_timeVarName, CBA_missionTime];
_temperature