class GameConstantsSource
Part of Emote ids
Constants 240
const int STAMINA_DRAIN_STANDING_SPRINT_PER_SEC = 4in units (how much sprint depletes stamina)
const int STAMINA_DRAIN_CROUCHED_SPRINT_PER_SEC = 1in units (how much sprint in crouch depletes stamina)
const int STAMINA_DRAIN_PRONE_SPRINT_PER_SEC = 3in units (how much sprint in prone depletes stamina)
const int STAMINA_DRAIN_SWIM_FAST_PER_SEC = 5in units (how much fast swimming depletes stamina)
const int STAMINA_DRAIN_LADDER_FAST_PER_SEC = 8in units (how much fast ladder climb depletes stamina)
const float STAMINA_DRAIN_HOLD_BREATH_START = 0.2in units (how much holding breath depletes stamina at the start)
const float STAMINA_DRAIN_HOLD_BREATH_END = 1.0in units (how much holding breath depletes stamina at the end)
const float STAMINA_DRAIN_JUMP = 25in units (how much jumping depletes stamina)
const float STAMINA_DRAIN_VAULT = 20in units (how much jumping depletes stamina)
const float STAMINA_DRAIN_CLIMB = 42in units (how much jumping depletes stamina)
const float STAMINA_DRAIN_MELEE_LIGHT = 5in units (how much light melee punch depletes stamina)
const float STAMINA_DRAIN_MELEE_HEAVY = 25in units (how much heavy melee punch depletes stamina)
const float STAMINA_DRAIN_MELEE_EVADE = 8in units (how much evade depletes stamina)
const float STAMINA_DRAIN_ROLL = 5in units (how much roll depletes stamina)
const float STAMINA_DRAIN_HOLD_BREATH_DURATION = 5.0in seconds, time it takes to increase stamina drain from STAMINA_DRAIN_HOLD_BREATH_START to STAMINA_DRAIN_HOLD_BREATH_END
const float STAMINA_DRAIN_HOLD_BREATH_EXPONENT = 3holding breath exponent
const int STAMINA_GAIN_JOG_PER_SEC = 2in units (how much of stamina units is gained while jogging)
const int STAMINA_GAIN_WALK_PER_SEC = 4in units (how much of stamina units is gained while walking)
const int STAMINA_GAIN_IDLE_PER_SEC = 5in units (how much of stamina units is gained while iddling)
const int STAMINA_GAIN_SWIM_PER_SEC = 1in units (how much of stamina units is gained while slowly swim)
const int STAMINA_GAIN_LADDER_PER_SEC = 1in units (how much of stamina units is gained while slowly swim)
const int STAMINA_GAIN_ROLL_PER_SEC = 0in units (how much of stamina units is gained while rolling)
const float STAMINA_GAIN_BONUS_CAP = 3.0in units (tells how much extra units can be added at best to stamina regain)
const float STAMINA_KG_TO_STAMINAPERCENT_PENALTY = 1.75in units (by how many units is max stamina bar reduced for each 1 kg of load weight)
const float STAMINA_MIN_CAP = 5in units (overload won't reduce max stamina bar under this value)
const float STAMINA_HOLD_BREATH_THRESHOLD_ACTIVATE = 10in units
const float STAMINA_HOLD_BREATH_THRESHOLD_DRAIN = 0in units
const float STAMINA_JUMP_THRESHOLD = 25in units
const float STAMINA_VAULT_THRESHOLD = 20in units
const float STAMINA_CLIMB_THRESHOLD = 42in units
const float STAMINA_ROLL_THRESHOLD = 5in units
const float STAMINA_MELEE_HEAVY_THRESHOLD = STAMINA_DRAIN_MELEE_HEAVYin units (how many units we need to make a heavy hit in melee)
const float STAMINA_MELEE_EVADE_THRESHOLD = 8in units
const float STAMINA_REGEN_COOLDOWN_DEPLETION = 0.45in secs (how much time we will spend in cooldown before the stamina will starts with regeneration)
const float STAMINA_REGEN_COOLDOWN_EXHAUSTION = 0.5const float STAMINA_WEIGHT_LIMIT_THRESHOLD = 6000in grams (weight where the player is not penalized by stamina)
const float STAMINA_KG_TO_GRAMS = 1000for kg to g conversion
const float STAMINA_MAX = 100Show 3 more
, PlayerStatsPCO_v100.Init(), PlayerStatsPCO_v101.Init(), and PlayerStatsPCO_v106.Init()const float ENVIRO_TICK_RATE = 3in secs. how often should enviro effet process
const float ENVIRO_TICKS_TO_WETNESS_CALCULATION = 2each X (ticks) is processed wetness on items on player
const float ENVIRO_TICK_ROOF_RC_CHECK = 10in secs. how often we should check if player is under the roof (raycast)
const float ENVIRO_WET_INCREMENT = 0.01amount of wetness added to items wet value each tick if is raining
const float ENVIRO_DRY_INCREMENT = 0.00005amount of wetness subtracted from items wet value each tick if is not raining due to player heat
const float ENVIRO_SUN_INCREMENT = 0.002(not used) amount of wetness subtracted from items wet value each tick if is not raining due to sun
const float ENVIRO_FIRE_INCREMENT = 23.5how much is the generic temp effect increased when player is next to a fireplace
const float ENVIRO_CLOUD_DRY_EFFECT = 0.7how many % of ENVIRO_SUN_INCREMENT is reduced by cloudy sky
const float ENVIRO_FOG_DRY_EFFECT = 0.9how many % of ENVIRO_SUN_INCREMENT is reduced by fog
const float ENVIRO_FOG_TEMP_EFFECT = -2how strong the effect of fog is
const float ENVIRO_WET_PENALTY = 0.5at which state of item wetness (0-1) will heat isolation start having negative effect on heat comfort of item
const float ENVIRO_WET_PASSTHROUGH_COEF = 0.1how many times slower is wetting/drying items in backpacks
const float ENVIRO_DEFAULT_ENTITY_HEAT = 2.5heat entity generates if not moving
const float ENVIRO_TEMPERATURE_INSIDE_VEHICLE_COEF = 0.051increases temp inside vehicles
const float ENVIRO_TEMPERATURE_UNDERROOF_COEF = 0.75underroof wind multiplier
const float ENVIRO_TEMPERATURE_WIND_COEF = 2.5windchill effect on base temperature
const float ENVIRO_WIND_EFFECT = 0.25amount of % wind affect drying/wetting
const float ENVIRO_HIGH_NOON = 12when is sun highest on sky
const float ENVIRO_HEATCOMFORT_MAX_STEP_SIZE = 0.25max step of dynamic heatcomfort change (applies if diff between target and dynamic HC is bigger than this value)
static const float ENVIRO_HEATCOMFORT_HEADGEAR_WEIGHT = 0.05how much this body part affects final heatcomfort
static const float ENVIRO_HEATCOMFORT_MASK_WEIGHT = 0.05static const float ENVIRO_HEATCOMFORT_VEST_WEIGHT = 0.04static const float ENVIRO_HEATCOMFORT_BODY_WEIGHT = 0.12static const float ENVIRO_HEATCOMFORT_BACK_WEIGHT = 0.03static const float ENVIRO_HEATCOMFORT_GLOVES_WEIGHT = 0.04static const float ENVIRO_HEATCOMFORT_LEGS_WEIGHT = 0.12static const float ENVIRO_HEATCOMFORT_FEET_WEIGHT = 0.06static const float ENVIRO_HEATCOMFORT_HIPS_WEIGHT = 0.00static const float ENVIRO_HEATCOMFORT_WEIGHT_SUMMARY = ENVIRO_HEATCOMFORT_HEADGEAR_WEIGHT + ENVIRO_HEATCOMFORT_MASK_WEIGHT +ENVIRO_HEATCOMFORT_VEST_WEIGHT + ENVIRO_HEATCOMFORT_BODY_WEIGHT + ENVIRO_HEATCOMFORT_BACK_WEIGHT + ENVIRO_HEATCOMFORT_GLOVES_WEIGHT + ENVIRO_HEATCOMFORT_LEGS_WEIGHT + ENVIRO_HEATCOMFORT_FEET_WEIGHT + ENVIRO_HEATCOMFORT_HIPS_WEIGHTdon't forget to update the weights from above if you are adding/removing them
const float ENVIRO_STOMACH_WEIGHT = 0.2how much stomach content affects final heatcomfort
const float ENVIRO_LOW_TEMP_LIMIT = -20lowest temperature(deg Celsius) where the player gets lowest possible heat comfort (-1)
const float ENVIRO_HIGH_TEMP_LIMIT = 70highest temperature(deg Celsius) where the player gets highest possible heat comfort (1)
const float ENVIRO_PLAYER_COMFORT_TEMP = 24comfort temperature of environment for the player
const float ENVIRO_TEMP_EFFECT_ON_PLAYER = 40impact of enviro temperature on player (lower value = higher, cannot be zero or below!)
const float ENVIRO_PLAYER_HEATBUFFER_WATEREFFECT = 20impact of water contact on player's heatbuffer
const float ENVIRO_PLAYER_HEATBUFFER_DECREASE = 0.01How much heat buffer decreases per one enviro tick
const float ENVIRO_PLAYER_HEATBUFFER_INCREASE = 0.18How much heat buffer increases per one enviro tick
const float ENVIRO_PLAYER_HEATBUFFER_TEMP_AFFECT = 0.4How much heat buffer change rates are affected by temperature
const float ENVIRO_PLAYER_HEATBUFFER_CAPACITY_MIN = 0.35Minimal heatbuffer capacity of naked character
const float ENVIRO_ISOLATION_WETFACTOR_DRY = 1.0impact of item wetness to the heat isolation
const float ENVIRO_ISOLATION_WETFACTOR_DAMP = 0.9const float ENVIRO_ISOLATION_WETFACTOR_WET = 0.5const float ENVIRO_ISOLATION_WETFACTOR_SOAKED = 0.1const float ENVIRO_ISOLATION_WETFACTOR_DRENCHED = -0.15const float ENVIRO_ISOLATION_HEALTHFACTOR_PRISTINE = 1.0impact of item health (state) to the heat isolation
const float ENVIRO_ISOLATION_HEALTHFACTOR_WORN = 0.9const float ENVIRO_ISOLATION_HEALTHFACTOR_DAMAGED = 0.8const float ENVIRO_ISOLATION_HEALTHFACTOR_B_DAMAGED = 0.5const float ENVIRO_ISOLATION_HEALTHFACTOR_RUINED = 0.0const float ENVIRO_TEMP_SOURCES_LOOKUP_RADIUS = 20.0const float ENVIRO_NAKED_BODY_PENALTY_RAIN_MIN_VALUE = 0.2how intensive a rain should be to enable rain penalty on naked body
const float ENVIRO_NAKED_BODY_PENALTY_SNOWFALL_MIN_VALUE = 0.4how intensive a snowfall should be to enable snowfall penalty on naked body
const float LIQUID_RAIN_AMOUNT_COEF_BASE = 10.0const float COLD_AREA_TEMPERATURE_THRESHOLD = 5(deg Celsius) temperature limit up to which player is allowed to dig garden plots
const float COLD_AREA_DIG_WORMS_MODIF = 1.5time modifier, how much longer it takes to dig up worms while in a cold area
const float ENVIRO_WIND_EFFECT_SLOPE = -35.0Affects the slope of calculation
const float ENVIRO_WIND_CHILL_LIMIT = 30.0Above this value, the wind effect increases the modified temperature
const float ENVIRO_SNOW_WET_COEF = 0.1const float FIRE_ATTACHMENT_DAMAGE_PER_SECOND = 0.07various damage per second constants
const float ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT = 15.0Show 1 more
, Environment.ProcessHeatComfort()const float ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT = 35.0Show 1 more
, Environment.ProcessHeatComfort()const float ITEM_TEMPERATURE_QUANTITY_WEIGHT_MULTIPLIER = 0.04static const float ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE = (GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT + GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT) * 0.5Show 20 more
, CivilianSedan.EEInit(), Environment.SetProcessedItemTemperature(), Fireplace.Fireplace(), FireplaceBase.FireplaceBase(), FireplaceFireBarrel.FireplaceFireBarrel(), FlammableBase.EEInit(), Hatchback_02.EEInit(), HotSpringArea.InitZoneServer(), Misc_TirePile_Burning_DE.EEInit(), Offroad_02.EEInit(), OffroadHatchback.EEInit(), PeelPotato.Do(), PlayerBase.FixAllInventoryItems(), PortableGasStove.EEInit(), PowerGeneratorBase.EEInit(), Sedan_02.EEInit(), Truck_01_Base.EEInit(), Truck_02.EEInit(), Van_01.EEInit(), and VolcanicArea.InitZoneServer()const float VEHICLE_FLIP_ANGLE_TOLERANCE = 45Angle of the vehicle from the normal of the surface under the vehicle
const bool VEHICLE_FLIP_WHEELS_LIMITED = trueIf the vehicle is not facing directly up, then don't use the "wheels early exit optimization"
const int CARS_FLUIDS_TICK = 1const int CARS_LEAK_TICK_MIN = 0.02const int CARS_LEAK_TICK_MAX = 0.05const int CARS_LEAK_THRESHOLD = 0.5const float CARS_CONTACT_DMG_THRESHOLD = 750.0const float CARS_CONTACT_DMG_MIN = 150.0const float CARS_CONTACT_DMG_KILLCREW = 1200.0const int STATE_RUINED = 4const int STATE_BADLY_DAMAGED = 3Show 9 more
, Chemlight_ColorBase.GetMaterialForDamageState(), DeCraftWoodenCrate.Do(), FireplaceBase.AddDamageToItemByFireEx(), InspectMenuNew.UpdateItemInfoDamage(), ItemActionsWidget.SetItemHealth(), ItemManager.GetItemHealthColor(), MiscGameplayFunctions.GetCurrentItemHeatIsolation(), MiscGameplayFunctions.RemoveSplint(), and YieldItemJunk.OnEntityYieldSpawned()const int STATE_DAMAGED = 2Show 9 more
, ActionSkinning.HandlePlayerBody(), Chemlight_ColorBase.GetMaterialForDamageState(), DeCraftWoodenCrate.Do(), InspectMenuNew.UpdateItemInfoDamage(), ItemActionsWidget.SetItemHealth(), ItemManager.GetItemHealthColor(), MiscGameplayFunctions.GetCurrentItemHeatIsolation(), MiscGameplayFunctions.RemoveSplint(), and PluginRepairing.CanRepair()const int STATE_WORN = 1Show 17 more
, ActionRepairCarEngine.ActionCondition(), ActionRepairCarPart.ActionCondition(), ActionRepairCarPart.OnFinishProgressServer(), ActionRepairPart.RepairCondition(), ActionRepairVehiclePartBase.AdjustVehicleHealthServer(), ActionSkinning.HandlePlayerBody(), BoatHud.UpdateEngineIcon(), CarHud.RefreshVehicleHud(), DeCraftWoodenCrate.Do(), InspectMenuNew.UpdateItemInfoDamage(), ItemActionsWidget.SetItemHealth(), ItemManager.GetItemHealthColor(), MiscGameplayFunctions.GetCurrentItemHeatIsolation(), MiscGameplayFunctions.RemoveSplint(), PluginRepairing.CalculateHealth(), PluginRepairing.CanRepair(), and PluginRepairing.Repair()const int STATE_PRISTINE = 0const float DAMAGE_PRISTINE_VALUE = 1.0const float DAMAGE_WORN_VALUE = 0.7const float DAMAGE_DAMAGED_VALUE = 0.5const float DAMAGE_BADLY_DAMAGED_VALUE = 0.3const float DAMAGE_RUINED_VALUE = 0.0const float STATE_DRENCHED = 0.8const float STATE_SOAKING_WET = 0.5const float STATE_WET = 0.25const float STATE_DAMP = 0.05const float STATE_DRY = 0const int STATE_HOT_LVL_FOUR = 600const int STATE_HOT_LVL_THREE = 250const int STATE_HOT_LVL_TWO = 70const int STATE_HOT_LVL_ONE = 35const int STATE_NEUTRAL_TEMP = 15const int STATE_COLD_LVL_ONE = 3const int STATE_COLD_LVL_TWO = -10const int STATE_COLD_LVL_THREE = -50const int STATE_COLD_LVL_FOUR = -100const float WEIGHT_DRENCHED = 2.0const float WEIGHT_SOAKING_WET = 1.66const float WEIGHT_WET = 1.33const float WEIGHT_DAMP = 1.0const float WEIGHT_DRY = 1.0const int OPTICS_STATE_DAY = 0default state for most optics
const int OPTICS_STATE_NIGHTVISION = 1const float WETNESS_RATE_WETTING_INSIDE = 0.0020const float WETNESS_RATE_WETTING_LIQUID = 0.015const float WETNESS_RATE_DRYING_INSIDE = -0.0016const float WETNESS_RATE_DRYING_GROUND = -0.0008static const float TEMPERATURE_RATE_AVERAGE_ABS = 0.17°C/s
static const float TEMPERATURE_RATE_MAX_ABS = TEMPERATURE_RATE_AVERAGE_ABS * 6°C/s
static const float TEMPERATURE_INTERPOLATION_THRESHOLD_MIN_ABS = 1.0difference in current - target temperatures
static const float TEMPERATURE_INTERPOLATION_THRESHOLD_MAX_ABS = 300.0difference in current - target temperatures
static const float TEMPERATURE_FREEZETHAW_LEGACY_COEF = 0.2artificially lowers the freeze/thaw progression on reverse-calculated time values
static const float TEMPERATURE_FREEZETHAW_ACCELERATION_COEF = 20.0accelerates 'lowering' of the FT progress in the oposite direction
static const float TEMPERATURE_TIME_OVERHEAT_MIN = 180minimal time in seconds to overheat any overheatable entity
static const float TEMPERATURE_TIME_FREEZE_MIN = 120minimal time in seconds to freeze entity
static const float TEMPERATURE_TIME_THAW_MIN = 120minimal time in seconds to thaw entity
static const float TEMPERATURE_FREEZE_TIME_COEF_DRIED = 0.25static const float TEMPERATURE_FREEZE_TIME_COEF_BURNED = 0.25static const float TEMPERATURE_THAW_TIME_COEF_BURNED = 0.25static const float TEMPERATURE_THAW_TIME_COEF_DRIED = 0.25static const float TEMPERATURE_SENSITIVITY_THRESHOLD = 0.1changes lower than this will usually not be processed (absolute)
const float TEMP_COEF_WORLD = 1entities on the ground
const float TEMP_COEF_INVENTORY = 1const float TEMP_COEF_FIREPLACE_COOLING = 2.0const float TEMP_COEF_FIREPLACE_HEATING = 2.0const float TEMP_COEF_GAS_STOVE = 1.0const float TEMP_COEF_UTS = 6.0universal temperature sources
const float TEMP_COEF_COOKING_DEFAULT = 2.0const float TEMP_COEF_COOLING_GLOBAL = 1.0one universal coef for item cooling
const float TEMP_COEF_SWIMMING = 5.0speed of change for items in player's inventory during swimming
const float HEATISO_THRESHOLD_BAD = 0.2const float HEATISO_THRESHOLD_LOW = 0.4const float HEATISO_THRESHOLD_MEDIUM = 0.6const float HEATISO_THRESHOLD_HIGH = 0.8const float TEMP_COEF_COOKING_CATCHUP = 3.0DEPRECEATED, heating of child items that are below minimal cooking temperature (catching up)
const float BAREL_LIME_PER_PLANT = 50grams per gram
const float DZPLAYER_CAMERA_FOV_EYEZOOM = 0.3926FOV (vertical angle/2) in radians. Take care to modify also in "basicDefines.hpp"
const float DZPLAYER_CAMERA_FOV_EYEZOOM_SHALLOW = 0.61086570deg
const float DZPLAYER_CAMERA_FOV_IRONSIGHTS = 0.523660deg
const string DEFAULT_CHARACTER_NAME = "#str_cfgvehicles_survivor0"experiment, used to be "Survivor"
const int DEFAULT_CHARACTER_MENU_ID = -1const float CLEAN_UNRESTRAIN_DAMAGE = 10const int CAMERA_SHAKE_ARTILLERY_DISTANCE = 200const int CAMERA_SHAKE_ARTILLERY_DISTANCE2 = 40000Square distance used for distance check
const float MINING_WOOD_FAST = 2.0Wood mining GameConstants, scaled by output. Should not be lower than ~1.5s!
const float MINING_WOOD_MEDIUM = 2.0const float MINING_WOOD_SLOW = 3.0const float PROJECTILE_CONVERSION_ANIMALS = 0.1Non-lethal projectile damage QuantityConversions
const float PROJECTILE_CONVERSION_INFECTED = 0.44const float PROJECTILE_CONVERSION_PLAYERS = 0.1const float NL_DAMAGE_FIREARM_CONVERSION_ANIMALS = PROJECTILE_CONVERSION_ANIMALSconst float NL_DAMAGE_FIREARM_CONVERSION_INFECTED = PROJECTILE_CONVERSION_INFECTEDconst float NL_DAMAGE_FIREARM_CONVERSION_PLAYERS = PROJECTILE_CONVERSION_PLAYERSconst float NL_DAMAGE_CLOSECOMBAT_CONVERSION_ANIMALS = 0.20const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_INFECTED = 0.20const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_PLAYERS = 0const float ROOF_CHECK_RAYCAST_DIST = 20.0const float LOADING_SCREEN_HINT_INTERVAL = 14the time that elapses before a hint is switched during loading in screens that support hint switching
const float LOADING_SCREEN_HINT_INTERVAL_MIN = 8the minimum time that needs to remain on the count-down counter for a hint to still be changed based on the 'LOADING_SCREEN_HINT_INTERVAL'(prevents last moment hint update where the player has no time to read it)
const int REFRESHER_MAX_DURATION_DEFAULT = 3600 * 24 * 40max duration of refresher in seconds - 40 days (+ 5 days final refresh )
const int REFRESHER_FREQUENCY_DEFAULT = 3600 * 24 * 5frequency of lifetime refreshes/refresher time decreases - 5 days
const float REFRESHER_RADIUS = 60meters
const float SALMONELLA_RETENTION_PREDATOR = 0.660% chance cooked predator meat will retain salmonella
const float DECAY_FOOD_RAW_MEAT = 21600const float DECAY_FOOD_RAW_CORPSE = 32400const float DECAY_FOOD_RAW_FRVG = 43200const float DECAY_FOOD_BOILED_MEAT = 259200const float DECAY_FOOD_BOILED_FRVG = 172800const float DECAY_FOOD_BAKED_MEAT = 345600const float DECAY_FOOD_BAKED_FRVG = 259200const float DECAY_FOOD_DRIED_MEAT = 691200const float DECAY_FOOD_CAN_OPEN = 172800const int DECAY_FOOD_FRVG_DRIED_CHANCE = 43const int DECAY_TIMER_RANDOM_PERCENTAGE = 25const float DECAY_RATE_ON_PLAYER = 2.5const int RESPAWN_MODE_CUSTOM = 0const int RESPAWN_MODE_RANDOM = 1const int INVENTORY_ENTITY_DROP_OVERLAP_DEPTH = 2How deep should it go looking for a free spot to drop an entity
const int INVENTORY_MAX_REACHABLE_DEPTH_ATT = 2Inventory visibility depth, also governs default direct access for most cases. Actual inventory depth CAN be higher than this, but direct access from player should not be possible in the context of player inventory.
const float AI_ATTACKSPEED = 1.5const float AI_MAX_BLOCKABLE_ANGLE = 60The angle under which an infected must be relative to player to be blockable
const float AI_CONTAMINATION_DMG_PER_SEC = 3The amount of damage AI agents take per contaminated area damage event
const float PVP_MAX_BLOCKABLE_ANGLE = 60The angle under which a Player must be relative to player to be blockable
const float ENVIRO_HEATCOMFORT_HEADPARTS_WEIGHT = 0.3DEPRECATED
const float ENVIRO_HEATCOMFORT_BODYPARTS_WEIGHT = 0.8how much this body parts (clothing) affects final heatcomfort
const float ENVIRO_HEATCOMFORT_FEETPARTS_WEIGHT = 0.4how much this feet parts (clothing) affects final heatcomfort
const float ENVIRO_HEATISOLATION_BACK_WEIGHT = 0.3weight of back for the sum of heat isolation
const float ENVIRO_HEATISOLATION_VEST_WEIGHT = 0.5weight of vest for the sum of heat isolation
const float ENVIRO_ITEM_HEAT_TRANSFER_COEF = 0.01converts temperature of items to entities heatcomfort gain
const float ENVIRO_TEMPERATURE_HEIGHT_REDUCTION = 0.02amount of ?C reduced for each 100 meteres of height above water level
const float ENVIRO_CLOUDS_TEMP_EFFECT = 0.35how many % of environment temperature can be lowered by clouds
const float ENVIRO_TEMPERATURE_INSIDE_COEF = 0.085increases temp in interiors
const float ENVIRO_WATER_TEMPERATURE_COEF = 1.5how many time is water colder than air
const float ENVIRO_PLAYER_HEATBUFFER_TICK = 0.011Heat buffer static timer tick (set for 2s enviro tick, 180s to 1.0)
const float TEMPERATURE_RATE_COOLING_INSIDE = -0.17const float TEMPERATURE_RATE_COOLING_GROUND = -0.34const float TEMPERATURE_RATE_COOLING_PLAYER = -0.35Members 3
static ref array<ref TFloatArray> ENVIRO_PLAYER_HEATBUFFER_STAGE_RATELIMIT = { {1.0, 1.0}, // not used now {1.82, 4.0}, {0.8, 1.6}, {1.0, 1.0}, // not used now }heatbuffer per stage decrease rate limiting - each entry represents the {min, max} value per HB stage
static float RAIN_NOISE_REDUCTION_WEIGHT = 0.5static float SNOWFALL_NOISE_REDUCTION_WEIGHT = 0.25