class EnvironmentSource
Constructors 1
Constants 7
const float RAIN_LIMIT_LOW = 0.05protected const float SNOWFALL_LIMIT_LOW = 0.5protected const float SNOWFALL_WIND_COMBINED_THRESHOLD = 1.3const float WATER_LEVEL_HIGH = 1.5const float WATER_LEVEL_MID = 1.2const float WATER_LEVEL_LOW = 0.5const float WATER_LEVEL_NONE = 0.15Show 1 more
, ProcessWetnessByWaterLevel()Members 49
protected float m_WetDryTickticks passed since last clothing wetting or drying
protected float m_ItemsWetnessMaxkeeps wetness of most wet item in player's possesion
protected float m_RoofCheckTimerkeeps info about tick time
protected PlayerBase m_PlayerShow 24 more
, CalcTemperatureFromTemperatureSource(), CheckUnderRoof(), CheckWaterContact(), CollectAndSetPlayerData(), DetermineHeatcomfortBehavior(), Environment(), GatherTemperatureSources(), GetApplicableHeatbuffer(), GetDebugMessage(), GetEnvDebugData(), GetEnvironmentTemperature(), Init(), IsChildOfType(), IsInsideBuilding(), ProcessHeatBuffer(), ProcessHeatComfort(), ProcessItemsDryness(), ProcessItemsInHandsTemperature(), ProcessItemsTemperature(), ProcessItemsWetness(), SetAreaGenericColdness(), SetHeatcomfortDirectly(), SetProcessedItemTemperature(), and Update()protected float m_PlayerHeightPosy position of player above water level (meters)
protected float m_PlayerSpeed1-3 speed of player movement
protected float m_PlayerTemperature34-44
protected float m_PlayerHeat3-9 heatcomfort generated by entites movement
protected float m_HeatComfortplayer's heatcomfort (buffered, stored in player stats)
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, ProcessHeatComfort(), and SetHeatcomfortDirectly()protected float m_TargetHeatComforttarget value of heatcomfort (non-buffered)
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, SetTargetHeatComfort()protected float m_Rain = 00-1 amount of rain
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, GetWetDelta(), IsRaining(), and NakedBodyPartHeatComfortPenalty()protected float m_Snowfall = 00-1 amount of rain
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, GetWetDelta(), IsSnowing(), and NakedBodyPartHeatComfortPenalty()protected float m_Wind = 0strength of wind
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, GetWetDelta(), and WindEffectTemperatureValue()protected float m_Fog = 00-1 how foggy it is
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, GetWetDelta()protected float m_DayOrNight = 00-1 day(0) or night(1)
protected float m_Clouds = 00-1 how cloudy it is
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, GetWetDelta()protected float m_EnvironmentTemperaturetemperature of environment player is in
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, ProcessHeatComfort(), and SetEnvironmentTemperature()protected string m_SurfaceTypeprotected int m_LiquidTypeprotected float m_ItemTemperatureCoefprotected float m_WaterLevelShow 3 more
, Init(), ProcessHeatBuffer(), and Update()protected bool m_IsUnderRoofprivate bool m_IsUnderRoofBuildingprotected bool m_IsInWaterprotected bool m_IsTempSetprotected float m_HeatBufferTimerreused as state toggle
protected float m_HeatBufferCapPreviousprotected WorldData m_WorldDataShow 4 more
, Init(), SetAreaGenericColdness(), SetProcessedItemTemperature(), and WindEffectTemperatureValue()protected bool m_HasTemperatureSourcesprotected float m_UTSAverageTemperatureShow 2 more
, ProcessHeatBuffer(), and ProcessTemperatureSources()protected ref array<UTemperatureSource> m_UTemperatureSourcesShow 1 more
, ProcessTemperatureSources()protected ref SimpleMovingAverage<float> m_UTSAverageTemperatureBufferprotected ref SimpleMovingAverage<float> m_AverageHeatComfortBufferprotected int m_HeatComfortBehaviorCategoryShow 1 more
, SetHeatcomfortDirectly()bool m_Debug = falseDIAG_DEVELOPERbool m_DebugLogDryWet = falseENABLE_LOGGINGbool m_DebugLogItemHeat = falseENABLE_LOGGINGprotected float m_HeatSourceTempDEPRECATED
protected ref SimpleMovingAverage<float> m_WindAverageBufferprotected ref EnvironmentSnapshotData m_EnvironmentSnapshotused for calculations before the data modification
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, SetEnvironmentSnapshotData()Methods 71
void Init()Show 29 more
, CGame.GetMission(), PlayerBase.GetStatHeatComfort(), Mission.GetWorldData(), m_AverageHeatComfortBuffer, m_BodyParts, m_EnvironmentSnapshot, m_EnvironmentTemperature, m_FeetParts, m_HeadParts, m_HeatBufferTimer, m_HeatComfort, m_HeatComfortBehaviorCategory, m_Initialized, m_IsInWater, m_IsUnderRoof, m_Player, m_PlayerSpeed, m_RoofCheckTimer, m_SlotIdsBottom, m_SlotIdsComplete, m_SlotIdsLower, m_SlotIdsUpper, m_SurfaceType, m_UTemperatureSources, m_UTSAverageTemperature, m_UTSAverageTemperatureBuffer, m_WaterLevel, m_WetDryTick, and m_WorldDatavoid Update(float pDelta)Main loop that runs calculations for various Environment parts (wetness, heatcomfort, watercontact, etc.)
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, CollectAndSetPlayerData(), DetermineHeatcomfortBehavior(), GatherTemperatureSources(), PlayerStat.Get(), MiscGameplayFunctions.GetCombinedSnowfallWindValue(), PlayerBase.GetStatWet(), IsChildOfType(), IsInsideBuilding(), IsRaining(), IsSnowing(), IsUnderRoof(), IsWaterContact(), ProcessHeatComfort(), ProcessItemsDryness(), ProcessItemsInHandsTemperature(), ProcessItemsTemperature(), ProcessItemsWetness(), ProcessTemperatureSources(), ProcessWetnessByWaterLevel(), PlayerStat.Set(), SetHeatcomfortDirectly(), GameConstants.ENVIRO_TICK_RATE, GameConstants.ENVIRO_TICK_ROOF_RC_CHECK, GameConstants.ENVIRO_TICKS_TO_WETNESS_CALCULATION, m_BodyParts, m_FeetParts, m_HeadParts, m_Initialized, m_ItemsWetnessMax, m_Player, m_RoofCheckTimer, m_SlotIdsComplete, m_Time, m_WaterLevel, m_WetDryTick, SNOWFALL_WIND_COMBINED_THRESHOLD, and GameConstants.STATE_WETbool IsTemperatureSet()For safe-guards, waiting for the proper temperature to be set
protected float GetPlayerHeat()Character's heat (calculated from movement speed multiplied by constant)
Returns: generated heat value
bool IsUnderRoof()Is character under roof (periodically checked - GameConstants.ENVIRO_TICK_ROOF_RC_CHECK). Runs when player is not inside of building
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, NakedBodyPartHeatComfortPenalty(), and Update()bool IsInsideBuilding()Is character inside building? (periodically checked - GameConstants.ENVIRO_TICK_ROOF_RC_CHECK).
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, GetWetDelta(), NakedBodyPartHeatComfortPenalty(), and Update()protected bool IsWaterContact()Is character in contact with water body? (periodically checked - GameConstants.ENVIRO_TICK_RATE).
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, GetWetDelta(), NakedBodyPartHeatComfortPenalty(), and Update()Returns true if character is child of given parent type(s)
typenames- list of types to check against
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, GetEnvironmentTemperature(), GetWetDelta(), IsInsideVehicle(), NakedBodyPartHeatComfortPenalty(), and Update()private bool IsUnderRoofBuilding()Is character under building's roof (periodically checked - GameConstants.ENVIRO_TICK_ROOF_RC_CHECK). There might be situations where the surface under is external, but character is inside building
protected bool DetermineHeatcomfortBehavior()Changes Heat Comfort curve behavior based on where the character is
Returns: true if the behavior is altered otherwise false
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, IsChildOfType(), m_HeatComfortBehaviorCategory, and m_Playerprotected void CheckUnderRoof()Checks whether character is sheltered and sets the information
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, DayZPhysics.RayCastBullet(), m_IsUnderRoof, m_IsUnderRoofBuilding, and m_Playerprotected void CheckWaterContact(out float pWaterLevel)Checks player's contanct with water
- out
pWaterLevel - water level height
Returns: Nothing
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, IsChildOfType(), DayZPlayerImplement.IsClimbingLadder(), DayZPlayerImplement.IsSwimming(), IsUnderRoofBuilding(), Math.Max(), Human.PhysicsGetLinkedEntity(), PlayerBase.SetInWater(), CGame.SurfaceUnderObjectByBoneCorrectedLiquid(), CGame.SurfaceUnderObjectExCorrectedLiquid(), HumanMovementState.m_iMovement, m_IsInWater, m_LiquidType, m_Player, m_SurfaceType, WATER_LEVEL_HIGH, and WATER_LEVEL_MIDfloat GetWindModifierPerSurface()Wind intensity (influence) modifier of temperature value
Returns: float modifier used in temperature calculations
float GetTemperature()float GetTargetHeatComfort()protected float GetEnvironmentTemperature()Calculations of temperarute for different situations - in water - inside building / inside vehicle / under roof - influence of UniversalTemperatureSource
Returns: Resulting temperature of the environment
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, WorldData.GetTemperatureComponentValue(), GetWindModifierPerSurface(), IsChildOfType(), IsInsideBuilding(), IsUnderRoof(), IsWaterContact(), WindEffectTemperatureValue(), GameConstants.ENVIRO_TEMPERATURE_INSIDE_VEHICLE_COEF, GameConstants.ENVIRO_TEMPERATURE_UNDERROOF_COEF, m_IsUnderRoofBuilding, m_LiquidType, m_Player, WorldData.m_TemperatureInsideBuildingsModifier, m_UTSAverageTemperature, WorldData.m_WaterContactTemperatureModifier, and m_WorldDatafloat GetWetDelta()Calculates soaking/drying delta based on character's location and weather
Returns: Resulting wet delta modifier
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, IsInsideBuilding(), IsRaining(), IsSnowing(), IsUnderRoof(), IsWaterContact(), Math.Max(), GameConstants.ENVIRO_CLOUD_DRY_EFFECT, GameConstants.ENVIRO_DRY_INCREMENT, GameConstants.ENVIRO_FOG_DRY_EFFECT, GameConstants.ENVIRO_SNOW_WET_COEF, GameConstants.ENVIRO_TICKS_TO_WETNESS_CALCULATION, GameConstants.ENVIRO_WET_INCREMENT, GameConstants.ENVIRO_WIND_EFFECT, m_Clouds, m_Fog, m_PlayerHeat, m_Rain, m_Snowfall, m_WaterLevel, m_Wind, SNOWFALL_LIMIT_LOW, SNOWFALL_WIND_COMBINED_THRESHOLD, WATER_LEVEL_HIGH, WATER_LEVEL_LOW, WATER_LEVEL_MID, and WATER_LEVEL_NONEprotected void CollectAndSetPlayerData()Sets character related value for furher use - position - movement speed - player heat (actual speed * heat constant)
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, Object.GetPosition(), m_Player, m_PlayerHeat, m_PlayerHeightPos, and m_PlayerSpeedprotected void CollectAndSetEnvironmentData()Sets actual weather related values for further use (rain, snow, wind, etc.)
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, WeatherPhenomenon.GetActual(), WeatherPhenomenon.GetActual(), WorldData.GetDaytime(), Weather.GetFog(), CGame.GetMission(), Weather.GetOvercast(), Weather.GetRain(), Weather.GetSnowfall(), CGame.GetWeather(), Weather.GetWindMagnitude(), Mission.GetWorldData(), SetAreaGenericColdness(), SetEnvironmentTemperature(), m_Clouds, m_DayOrNight, m_Fog, m_Rain, m_Snowfall, and m_Windvoid SetEnvironmentTemperature()void SetAreaGenericColdness()Determines whether player is in cold area which restricts use of some actions (digging)
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, m_Player, and m_WorldDataprotected void ProcessWetnessByWaterLevel(float pWaterLevel)Processes items wetness in player possession based on the current water level (the character is in)
pWaterLevel- Water level height
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, m_SlotIdsLower, m_SlotIdsUpper, WATER_LEVEL_HIGH, WATER_LEVEL_LOW, WATER_LEVEL_MID, and WATER_LEVEL_NONEShow 13 more
, array.Count(), string.Format(), array.Get(), GameInventory.GetAttachmentFromIndex(), EntityAI.GetInventory(), EntityAI.GetInventory(), PlayerBase.GetItemInHands(), GameInventory.GetSlotId(), GameInventory.GetSlotIdCount(), Object.IsItemBase(), LogDryWetProcess(), GameConstants.ENVIRO_TICK_RATE, and m_Playerprotected void ApplyWetnessToItem(ItemBase pItem)Show 22 more
, Class.CastTo(), string.Format(), GameInventory.GetAttachmentFromIndex(), GameInventory.GetCargo(), GameInventory.GetCurrentInventoryLocation(), Object.GetDisplayName(), EntityAI.GetInventory(), CargoBase.GetItem(), CargoBase.GetItemCount(), ItemBase.GetLiquidType(), InventoryLocation.GetParent(), ItemBase.GetQuantity(), ItemBase.GetSoakingIncrement(), ItemBase.GetWet(), ItemBase.GetWet(), GetWetDelta(), new InventoryLocation(), LogDryWetProcess(), GameConstants.ENVIRO_TICK_RATE, m_ItemsWetnessMax, m_Player, and GameConstants.STATE_SOAKING_WETprotected void ProcessItemsDryness()Dry items in player possession
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, vector.Distance(), new EnvironmentDrynessData(), string.Format(), GameInventory.GetAttachmentFromIndex(), EntityAI.GetInventory(), PlayerBase.GetItemInHands(), Object.GetPosition(), UniversalTemperatureSource.GetPosition(), Object.IsItemBase(), LogDryWetProcess(), Math.Max(), GameConstants.ENVIRO_TICK_RATE, m_HasTemperatureSources, m_Player, EnvironmentDrynessData.m_TemperatureSourceDistance, EnvironmentDrynessData.m_UseTemperatureSources, and m_UTemperatureSourcesprotected void ApplyDrynessToItem(ItemBase pItem)protected void ApplyDrynessToItemEx(ItemBase pItem, EnvironmentDrynessData pDrynessData)Show 26 more
, Class.CastTo(), Class.CastTo(), string.Format(), GameInventory.GetAttachmentFromIndex(), GameInventory.GetCargo(), GameInventory.GetCurrentInventoryLocation(), Object.GetDisplayName(), ItemBase.GetDryingIncrement(), EntityAI.GetInventory(), CargoBase.GetItem(), CargoBase.GetItemCount(), ItemBase.GetLiquidType(), InventoryLocation.GetParent(), ItemBase.GetQuantity(), ItemBase.GetSoakingIncrement(), ItemBase.GetWet(), ItemBase.GetWet(), new InventoryLocation(), LogDryWetProcess(), GameConstants.ENVIRO_TICK_RATE, m_ItemsWetnessMax, m_Player, EnvironmentDrynessData.m_TemperatureSourceDistance, EnvironmentDrynessData.m_UseTemperatureSources, GameConstants.STATE_DAMP, and GameConstants.STATE_SOAKING_WETprotected void ProcessHeatComfort()Calculates and process player's heatcomfort related to defined body parts
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, Math.Clamp(), EnvTempToCoef(), PlayerStat.GetMax(), PlayerStat.GetMin(), PlayerBase.GetModifiersManager(), PlayerBase.GetStatHeatComfort(), PlayerBase.GetStomach(), PlayerStomach.GetStomachTemperature(), PlayerStomach.GetStomachVolume(), ModifiersManager.IsModifierActive(), LogItemHeat(), NakedBodyPartHeatComfortPenalty(), ProcessHeatBuffer(), Math.Remap(), Math.Round(), PlayerStat.Set(), SetTargetHeatComfort(), GameConstants.ENVIRO_HEATCOMFORT_BACK_WEIGHT, GameConstants.ENVIRO_HEATCOMFORT_BODY_WEIGHT, GameConstants.ENVIRO_HEATCOMFORT_FEET_WEIGHT, GameConstants.ENVIRO_HEATCOMFORT_GLOVES_WEIGHT, GameConstants.ENVIRO_HEATCOMFORT_HEADGEAR_WEIGHT, GameConstants.ENVIRO_HEATCOMFORT_HIPS_WEIGHT, GameConstants.ENVIRO_HEATCOMFORT_LEGS_WEIGHT, GameConstants.ENVIRO_HEATCOMFORT_MASK_WEIGHT, GameConstants.ENVIRO_HEATCOMFORT_MAX_STEP_SIZE, GameConstants.ENVIRO_HEATCOMFORT_VEST_WEIGHT, GameConstants.ENVIRO_STOMACH_WEIGHT, GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT, GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT, m_AverageHeatComfortBuffer, EnvironmentSnapshotData.m_ClothingHeatComfort, m_EnvironmentSnapshot, m_EnvironmentTemperature, m_HeatComfort, m_Player, m_PlayerHeat, and EnvironmentSnapshotData.m_TargetHeatComfortprotected void SetTargetHeatComfort(float value)uses the raw targetHeatComfort data
protected void SetHeatcomfortDirectly()Show 5 more
, SetTargetHeatComfort(), m_AverageHeatComfortBuffer, m_HeatComfort, m_HeatComfortBehaviorCategory, and m_Playerprotected void ProcessHeatBuffer(EnvironmentSnapshotData data)Show 27 more
, PlayerBase.GetModifiersManager(), PlayerBase.GetStatHeatBuffer(), Math.InverseLerp(), ModifiersManager.IsModifierActive(), Math.Lerp(), PlayerStat.Set(), PlayerBase.SetHeatBufferDynamicMax(), GameConstants.ENVIRO_HEATCOMFORT_WEIGHT_SUMMARY, GameConstants.ENVIRO_PLAYER_HEATBUFFER_CAPACITY_MIN, GameConstants.ENVIRO_PLAYER_HEATBUFFER_DECREASE, GameConstants.ENVIRO_PLAYER_HEATBUFFER_INCREASE, GameConstants.ENVIRO_PLAYER_HEATBUFFER_STAGE_RATELIMIT, GameConstants.ENVIRO_PLAYER_HEATBUFFER_TEMP_AFFECT, GameConstants.ENVIRO_PLAYER_HEATBUFFER_WATEREFFECT, EnvironmentSnapshotData.m_ClothingHeatComfort, m_HasTemperatureSources, m_HeatBufferCapPrevious, m_HeatBufferTimer, m_HeatComfort, m_HeatComfortBehaviorCategory, m_IsInWater, m_Player, EnvironmentSnapshotData.m_TargetHeatComfort, m_UTSAverageTemperature, m_WaterLevel, HeatBufferMdfr.STAGE_THRESHOLDS, and PlayerConstants.THRESHOLD_HEAT_COMFORT_MINUS_WARNINGprotected float GetApplicableHeatbuffer()deplete the heat buffer if there is difference in HB capacity (eg.: cloths were removed)
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, Math.Round(), and m_PlayerIterate through items in player posession (by given body parts) and cool/warm them to neutral temparature
pBodyPartIds- List of body parts to iterate through (see InventorySlots)
protected void ProcessItemsInHandsTemperature()Process temperature of item in character hands and cool/warm it to neutral temparature
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, Class.CastTo(), GameInventory.GetAttachmentFromIndex(), GameInventory.GetCargo(), EntityAI.GetHeatPermeabilityCoef(), EntityAI.GetHeatPermeabilityCoef(), EntityAI.GetInventory(), CargoBase.GetItem(), CargoBase.GetItemCount(), EntityAI.IsSelfAdjustingTemperature(), EntityAI.IsSelfAdjustingTemperature(), and SetProcessedItemTemperature()Show 12 more
, DayZPlayerImplement.IsSwimming(), SetItemHeatingCoef(), EntityAI.SetTemperatureEx(), new TemperatureDataInterpolated(), GameConstants.ENVIRO_TICK_RATE, GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE, m_ItemTemperatureCoef, m_LiquidType, m_Player, TemperatureData.m_UseGlobalCooling, m_WorldData, and GameConstants.TEMP_COEF_SWIMMINGswimming special behavior
protected void BodyPartHeatProperties(int pBodyPartId, float pCoef, out float pHeatComfort, out float pHeat)Iterate through given body part and calculates heatcofort and item heat value
pBodyPartIds- List of body parts to iterate through (see InventorySlots)
pCoef- Multiplier used for heatcomfort enhancing
- out
pHeatComfort - overall heatcomfort from items of given body part
- out
pHeat - overall heat from items for given body part
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, EntityAI.CanHaveTemperature(), Class.Cast(), EnumTools.EnumToString(), string.Format(), GameInventory.GetAttachmentFromIndex(), GameInventory.GetAttachmentFromIndex(), GameInventory.GetCargo(), MiscGameplayFunctions.GetCurrentItemHeatIsolation(), EntityAI.GetInventory(), EntityAI.GetInventory(), EntityAI.GetInventory(), CargoBase.GetItem(), CargoBase.GetItemCount(), ItemBase.GetQuantityNormalizedScripted(), ItemBase.GetQuantityNormalizedScripted(), GameInventory.GetSlotId(), EntityAI.GetTemperature(), EntityAI.GetTemperature(), ItemBase.GetTemperaturePerQuantityWeight(), ItemBase.GetTemperaturePerQuantityWeight(), Object.IsClothing(), LogItemHeat(), NormalizedTemperature(), GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT, GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT, and m_PlayerCalculates penalty value for heatcomfort - this simulates uncovered body part reaction
pBodyPartSlotId- InventorySlot ID to check
pCoef- external coefficient used for that slot
Returns: Value of penalty for given slot ID
protected void GatherTemperatureSources()Checks characters proximity for usable Universal Temperature Sources and register them
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, PlayerBase.GetItemInHands(), UniversalTemperatureSource.GetLambda(), UniversalTemperatureSource.GetMaxRange(), Object.GetPosition(), Object.GetPosition(), EntityAI.GetUniversalTemperatureSource(), EntityAI.GetUniversalTemperatureSource(), array.Insert(), EntityAI.IsUniversalTemperatureSource(), EntityAI.IsUniversalTemperatureSource(), DayZPlayerUtils.SceneGetEntitiesInBox(), Math.SqrFloat(), Vector(), GameConstants.ENVIRO_TEMP_SOURCES_LOOKUP_RADIUS, m_Player, and m_UTemperatureSourcesprotected void ProcessTemperatureSources()Processes registered UTSources and calculates resulting m_UTSAverageTemperature
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, MiscGameplayFunctions.GetMaxValue(), MiscGameplayFunctions.GetMinValue(), UniversalTemperatureSource.GetTemperatureItemCoef(), array.Insert(), OnTemperatureSourcesEnter(), OnTemperatureSourcesLeft(), SetItemHeatingCoef(), new TFloatArray(), m_HasTemperatureSources, m_UTemperatureSources, m_UTSAverageTemperature, m_UTSAverageTemperatureBuffer, and GameConstants.TEMP_COEF_INVENTORYprotected void SetItemHeatingCoef(float val)adds average of 2 most significat sources to buffer
protected void OnTemperatureSourcesEnter()Event fired when characters enters into UTSource proximity
protected void OnTemperatureSourcesLeft()Event fired when characters leave the UTSource proximity
float GetUniversalSourcesTemperageAverage()float CalcTemperatureFromTemperatureSource(notnull UTemperatureSource uts)EnvDebugData GetEnvDebugData()DIAG_DEVELOPERdebug
void ShowEnvDebugPlayerInfo(bool enabled)DIAG_DEVELOPERstatic void DisplayEnvDebugPlayerInfo(bool enabled, EnvDebugData data)DIAG_DEVELOPERvoid FillDebugWeatherData(EnvDebugWeatherData data)DIAG_DEVELOPERstring GetDebugMessage()Show 32 more
, GetTargetHeatComfort(), GetWetDelta(), GetWindModifierPerSurface(), IsInsideBuilding(), IsWaterContact(), CGame.SurfaceUnderObjectExCorrectedLiquid(), float.ToString(), float.ToString(), bool.ToString(), float.ToString(), float.ToString(), float.ToString(), float.ToString(), bool.ToString(), float.ToString(), float.ToString(), float.ToString(), float.ToString(), WorldDataDaytime.ToString(), m_Clouds, m_DayOrNight, m_EnvironmentTemperature, m_Fog, m_HeatComfort, m_IsUnderRoof, m_Player, m_Rain, m_Snowfall, m_WaterLevel, m_Wind, m_WorldData, and WATER_LEVEL_NONEint GetNextRoofCheck()float GetWaterLevel()private float NormalizedTemperature(float temperature, float lowerLimit = GameConstants.ENVIRO_LOW_TEMP_LIMIT, float upperLimit = GameConstants.ENVIRO_HIGH_TEMP_LIMIT)private void LogDryWetProcess(string message, bool indented = false)ENABLE_LOGGINGShow 1 more
, ProcessItemsWetness()private void LogItemHeat(string message, bool indented = false)ENABLE_LOGGINGvoid Init(PlayerBase pPlayer)void AddToEnvironmentTemperature(float pTemperature)protected void ProcessItemsHeat()protected void ProcessWetnessByRain()float GetTemperatureHeightCorrection()Show 1 more
, m_WorldDataprotected void BodyPartHeatProperties(array<int> pBodyPartIds, float pCoef, out float pHeatComfort, out float pHeat)returns weighted avg heat comfort for bodypart
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, EntityAI.CanHaveTemperature(), Class.Cast(), array.Count(), EnumTools.EnumToString(), string.Format(), GameInventory.GetAttachmentFromIndex(), GameInventory.GetAttachmentFromIndex(), GameInventory.GetCargo(), MiscGameplayFunctions.GetCurrentItemHeatIsolation(), EntityAI.GetInventory(), EntityAI.GetInventory(), EntityAI.GetInventory(), CargoBase.GetItem(), CargoBase.GetItemCount(), ItemBase.GetQuantityNormalizedScripted(), ItemBase.GetQuantityNormalizedScripted(), GameInventory.GetSlotId(), EntityAI.GetTemperature(), EntityAI.GetTemperature(), ItemBase.GetTemperaturePerQuantityWeight(), ItemBase.GetTemperaturePerQuantityWeight(), Object.IsClothing(), LogItemHeat(), NormalizedTemperature(), GameConstants.ENVIRO_HEATISOLATION_BACK_WEIGHT, GameConstants.ENVIRO_HEATISOLATION_VEST_WEIGHT, GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT, GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT, and m_Playerprotected void SetEnvironmentSnapshotData()go through all body parts we've defined for that zone (ex.: head, body, feet)
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, EnvironmentSnapshotData.m_TargetHeatComfortprotected void ProcessHeatBuffer(float heatComfortCloths)backward compatibility [<1.27]
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, EnvironmentSnapshotData.m_TargetHeatComfortbackward compatibility [<1.28]
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, m_Wind, and m_WorldDatafloat GetDayOrNight()protected bool IsInsideVehicle()