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51 lines
1.7 KiB
Plaintext
51 lines
1.7 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: esteldunedain
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* Update temperature of a weapon.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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* 2: Heat increment (J) <NUMBER>
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*
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* Return Value:
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* New temperature <NUMBER>
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*
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* Example:
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* [player, currentWeapon player, 2000] call ace_overheating_fnc_updateTemperature
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*
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* Public: No
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*/
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params ["_unit", "_weapon", "_heatIncrement"];
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TRACE_3("params",_unit,_weapon,_heatIncrement);
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// get old values
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// each weapon has it's own variable. Can't store the temperature in the weapon since they are not objects unfortunately.
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private _tempVarName = format [QGVAR(%1_temp), _weapon];
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private _timeVarName = format [QGVAR(%1_time), _weapon];
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private _temperature = _unit getVariable [_tempVarName, 0];
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private _lastTime = _unit getVariable [_timeVarName, 0];
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// keep track of weapons that have heat, so they can be set to ambient temperaure on killed/respawn
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private _trackedWeapons = _unit getVariable [QGVAR(trackedWeapons), []];
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_trackedWeapons pushBackUnique _tempVarName;
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_unit setVariable [QGVAR(trackedWeapons), _trackedWeapons];
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// Calculate cooling
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private _barrelMass = ([_weapon] call FUNC(getWeaponData)) select 7;
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_temperature = [_temperature, _barrelMass, CBA_missionTime - _lastTime] call FUNC(calculateCooling);
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TRACE_1("cooledTo",_temperature);
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// Calculate heating
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// Steel Heat Capacity = 466 J/(Kg.K)
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_temperature = _temperature + _heatIncrement / (_barrelMass * 466);
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// Publish the temperature variable
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[_unit, _tempVarName, _temperature, TEMP_TOLERANCE] call EFUNC(common,setApproximateVariablePublic);
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// Store the update time locally
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_unit setVariable [_timeVarName, CBA_missionTime];
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_temperature
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