class UniversalTemperatureSourceLambdaFireplace : UniversalTemperatureSourceLambdaBaseImpl { int m_NormalFireplaceTemperatureMax; void UniversalTemperatureSourceLambdaFireplace() { m_FuelCount = 0; m_SmallFireplaceTemperatureMax = 0; m_NormalFireplaceTemperatureMax = 0; m_Temperature = 0; } void SetNormalFireplaceTemperatureMax(int value) { m_NormalFireplaceTemperatureMax = value; } //! just an update void UpdateFireplaceTemperature(UniversalTemperatureSourceSettings pSettings) { /* float target = m_NormalFireplaceTemperatureMax; float speedCoef = Math.Clamp((3 - wetnessSpeedCoef),0,float.MAX); speedCoef = GameConstants.TEMP_COEF_FIREPLACE_HEATING * speedCoef; if (m_FuelCount == 0) { target = g_Game.GetMission().GetWorldData().GetBaseEnvTemperatureAtObject(pSettings.m_Parent); } pSettings.m_Parent.SetTemperatureEx(new TemperatureDataInterpolated(target,ETemperatureAccessTypes.ACCESS_FIREPLACE,updateTime,speedCoef)); */ m_Temperature = pSettings.m_Parent.GetTemperature(); //legacy reasons } /////////////////////////// //Deprecated code playpen// /////////////////////////// float m_Temperature; //! DEPRECATED int m_SmallFireplaceTemperatureMax; //! DEPRECATED int m_FuelCount; //! DEPRECATED //! DEPRECATED void SetSmallFireplaceTemperatureMax(int value) { m_SmallFireplaceTemperatureMax = value; } //! DEPRECATED void SetFuelCount(int value) { m_FuelCount = value; } //!DEPRECATED void SetCurrentTemperature(float temperature) { //no fuel present, temperature should be low but there can be high temperature from previous fuel burning if (m_FuelCount == 0 || temperature <= m_SmallFireplaceTemperatureMax) { temperature = Math.Clamp(temperature, 0, m_SmallFireplaceTemperatureMax); //small fire } else { temperature = Math.Clamp(temperature, 0, m_NormalFireplaceTemperatureMax); //normal fire } m_Temperature = temperature; } }