2513 {
2515 float progressDelta = 1;
2516
2517 if (deltaHeat > 0)
2518 progressDelta = -1;
2519
2521 progressDelta = (-deltaHeat / GameConstants.TEMPERATURE_RATE_AVERAGE_ABS) * GameConstants.TEMPERATURE_FREEZETHAW_LEGACY_COEF;
2522 else
2524
2525 if (progressDelta == 0)
2526 return;
2527
2528 float changeTimeDefault;
2529 float changeTimeMin;
2530 float changeTime;
2531
2533 {
2535 changeTimeMin = GameConstants.TEMPERATURE_TIME_FREEZE_MIN;
2536 }
2537 else
2538 {
2540 changeTimeMin = GameConstants.TEMPERATURE_TIME_THAW_MIN;
2541 }
2542
2544 if (deltaHeat < 0)
2545 coef = GameConstants.TEMP_COEF_COOLING_GLOBAL;
2546
2547 if (coef != 0)
2548 changeTimeDefault *= 1/coef;
2549
2550 changeTime = Math.Lerp(Math.Max(changeTimeDefault,changeTimeMin),changeTimeMin,data.
m_InterpolatedFraction);
2551 progressVal = progressVal + progressDelta / changeTime;
2552
2553 float remnantTemp = 0;
2555 {
2557 if (progressVal > 1.0)
2558 {
2560 remnantTemp = (progressVal - 1) * changeTime * GameConstants.TEMPERATURE_RATE_AVERAGE_ABS * -1;
2561 else
2562 remnantTemp = (((progressVal - 1) * changeTime) / progressDelta) * deltaHeat;
2563 }
2564 }
2566 {
2568 if (progressVal < 0.0)
2569 {
2571 remnantTemp = -progressVal * changeTime * GameConstants.TEMPERATURE_RATE_AVERAGE_ABS;
2572 else
2573 remnantTemp = ((-progressVal * changeTime) / progressDelta) * deltaHeat;
2574 }
2575 }
2576 else
2577 {
2579 progressVal = (progressDelta * GameConstants.TEMPERATURE_FREEZETHAW_ACCELERATION_COEF) / changeTime +
m_FreezeThawProgress;
2580
2582 }
2583
2584 if (remnantTemp >= GameConstants.TEMPERATURE_SENSITIVITY_THRESHOLD)
2586
2587 #ifdef DEVELOPER
2588 if (progressVal > 0 && progressVal < 1)
2589 {
2590 m_LastFTChangeTime = changeTime;
2592 m_PresumedTimeRemaining = (1 - progressVal) * changeTime;
2593 else
2594 m_PresumedTimeRemaining = progressVal * changeTime;
2595 }
2596 #endif
2597 }
float GetTemperatureFreezeTime()
void SetFrozen(bool frozen)
void SetFreezeThawProgress(float val)
0->1 when freezing, 1->0 when thawing
float GetTemperatureThawTime()
float m_FreezeThawProgress
void SetTemperatureDirect(float value, bool allow_client=false)
float m_InterpolatedFraction