ACE3/addons/overheating/functions/fnc_updateTemperature.sqf

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#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:
* New 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];
// keep track of weapons that have heat, so they can be set to ambient temperaure on killed/respawn
private _trackedWeapons = _unit getVariable [QGVAR(trackedWeapons), []];
_trackedWeapons pushBackUnique _tempVarName;
_unit setVariable [QGVAR(trackedWeapons), _trackedWeapons];
// Calculate cooling
private _barrelMass = ([_weapon] call FUNC(getWeaponData)) select 7;
_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