DIFF

class PlayerConstantsSource

Constants 174

static const float WEAPON_RAISE_BLEND_DELAY = 0.2
static const float MELEE2_MOVEMENT_BLEND_DELAY = 0.35
static const float HEAVY_HIT_THRESHOLD = 0.5

defines what is considered a 'heavy hit' from the indicator's standpoint

static const float MAX_FINISHER_RANGE = 5.0

[meters]

static const float FULL_SPRINT_DELAY_DEFAULT = 0.5

[seconds]

static const float FULL_SPRINT_DELAY_FROM_CROUCH = 1.0

[seconds]

static const float FULL_SPRINT_DELAY_FROM_PRONE = 2.0

[seconds]

static const float HEAD_HEIGHT_ERECT = 1.6
static const float HEAD_HEIGHT_CROUCH = 1.05
static const float HEAD_HEIGHT_PRONE = 0.66
static const float BAREFOOT_MOVEMENT_BLEED_MODIFIER = 0.1
static const float SHOES_MOVEMENT_DAMAGE_PER_STEP = 0.035
static const int CHECK_EVERY_N_STEP = 10

will process every n-th step(for performance reasons)

static const float SL_TOXICITY_CRITICAL = 20
static const float SL_TOXICITY_LOW = 40
static const float SL_TOXICITY_NORMAL = 60
static const float SL_TOXICITY_HIGH = 80
static const float SL_BLOOD_CRITICAL = 3000
static const float SL_BLOOD_LOW = 3500
static const float SL_BLOOD_NORMAL = 4000
static const float SL_BLOOD_HIGH = 4500
static const float SL_ENERGY_CRITICAL = 0
static const float SL_ENERGY_LOW = 300
static const float SL_ENERGY_NORMAL = 800
static const float SL_ENERGY_HIGH = 3500
static const float SL_ENERGY_MAX = 5000
static const float SL_WATER_CRITICAL = 0
static const float SL_WATER_LOW = 300
static const float SL_WATER_NORMAL = 800
static const float SL_WATER_HIGH = 3500
static const float SL_WATER_MAX = 5000
static const float NORMAL_TEMPERATURE_L = 36.0
static const float NORMAL_TEMPERATURE_H = 36.5
static const float HIGH_TEMPERATURE_L = 38.5
static const float HIGH_TEMPERATURE_H = 39.0
static const float DIGESTION_SPEED = 1.7

quantity processed in the stomach per second

static const float CONSUMPTION_MULTIPLIER_BASE = 1

must not be 0 or less

static const float STOMACH_ENERGY_TRANSFERED_PER_SEC = 3

amount of kcal transfered to energy per second(this should ideally be higher than what player burns under high metabolic load[sprint])

static const float STOMACH_WATER_TRANSFERED_PER_SEC = 6

amount of ml transfered to water per second(this should ideally be higher than what player burns under high metabolic load[sprint])

static const float STOMACH_SOLID_EMPTIED_PER_SEC = 7

amount of g/ml emptied from stomach per second

static const float STOMACH_DIGEST_AGENT_RANDOM_MIN = -0.5

Percents of agents count <-1.0; 1.0>

static const float STOMACH_DIGEST_AGENT_RANDOM_MAX = 0.5

Percents of agents count <-1.0; 1.0>

static const float LOW_WATER_THRESHOLD = SL_WATER_LOW

threshold from which water affects health

Referenced by ThirstMdfr.OnTick()
static const float LOW_ENERGY_THRESHOLD = SL_ENERGY_LOW

threshold from which energy affects health

Referenced by HungerMdfr.OnTick()
static const float METABOLIC_SPEED_ENERGY_BASAL = 0.01

energy loss per second while idle

static const float METABOLIC_SPEED_ENERGY_WALK = 0.1

energy loss per second

static const float METABOLIC_SPEED_ENERGY_JOG = 0.3

energy loss per second

static const float METABOLIC_SPEED_ENERGY_SPRINT = 0.6

energy loss per second

static const float METABOLIC_SPEED_WATER_BASAL = 0.01

water loss per second while idle

static const float METABOLIC_SPEED_WATER_WALK = 0.1

water loss per second

static const float METABOLIC_SPEED_WATER_JOG = 0.3

water loss per second

static const float METABOLIC_SPEED_WATER_SPRINT = 0.6

water loss per second

static const float THRESHOLD_HEAT_COMFORT_PLUS_WARNING = 0.15

yellow zone

static const float THRESHOLD_HEAT_COMFORT_PLUS_CRITICAL = 0.45

red zone

static const float THRESHOLD_HEAT_COMFORT_PLUS_EMPTY = 0.75

flashing red zone

static const float THRESHOLD_HEAT_COMFORT_MINUS_EMPTY = -0.75

flashing dark blue zone

static const int BLOOD_THRESHOLD_FATAL = 2500

fatal blood level

static const float BLOOD_REGEN_RATE_PER_SEC = 0.3

base amount of blood regenerated per second

static const float DAMAGE_ZONE_BLOOD_REGEN_MODIFIER = 0.7
static const float UNCONSCIOUS_BLOOD_REGEN_MLTP = 2

multiplier for blood regen while character has critical blood and uncon

static const float BLOOD_REGEN_MODIFIER_ENERGY_LOW = 0

multiplier for blood regen rate

static const float BLOOD_REGEN_MODIFIER_ENERGY_MID = 0.65
static const float BLOOD_REGEN_MODIFIER_ENERGY_HIGH = 1
static const float BLOOD_REGEN_MODIFIER_WATER_LOW = 0

multiplier for blood regen rate (BLOOD_REGEN_MULTIPLIER_WATER_LOW ?)

static const float BLOOD_REGEN_MODIFIER_WATER_MID = 0.65
static const float BLOOD_REGEN_MODIFIER_WATER_HIGH = 1
static const float SALINE_BLOOD_REGEN_PER_SEC = 3

boost for blood regen per second, independent on BLOOD_REGEN_SPEED

static const float SALINE_LIQUID_AMOUNT = 500
static const float SALINE_WATER_REGEN_PER_SEC = 2.1
Referenced by SalineMdfr.OnTick()
static const float HEMOLYTIC_BLOOD_DRAIN_PER_SEC = 7

hemolytic reaction blood drain per second

static const float HEMOLYTIC_BLOODLOSS_AMOUNT = 500
static const float HEMOLYTIC_RISK_SHOCK_THRESHOLD = 75

amount of blood from transfusion causing player character going into shock

static const float HEMOLYTIC_REACTION_THRESHOLD = 175

amount of blood from transfusion triggering hemolytic reaction

static const float WATER_LOSS_THRESHOLD_HC_PLUS_LOW = THRESHOLD_HEAT_COMFORT_PLUS_WARNING
static const float WATER_LOSS_THRESHOLD_HC_PLUS_HIGH = THRESHOLD_HEAT_COMFORT_PLUS_CRITICAL
static const float ENERGY_LOSS_THRESHOLD_HC_MINUS_LOW = THRESHOLD_HEAT_COMFORT_MINUS_WARNING
static const float ENERGY_LOSS_THRESHOLD_HC_MINUS_HIGH = THRESHOLD_HEAT_COMFORT_MINUS_CRITICAL
static const float WATER_LOSS_HC_PLUS_LOW = 0
static const float WATER_LOSS_HC_PLUS_HIGH = 0.4
static const float ENERGY_LOSS_HC_MINUS_LOW = 0.2
static const float ENERGY_LOSS_HC_MINUS_HIGH = 0.45
static const float HEALTH_LOSS_HC_PLUS_LOW = 0.035
static const float HEALTH_LOSS_HC_PLUS_HIGH = 0.30
static const float HEALTH_LOSS_HC_MINUS_LOW = 0.035
static const float HEALTH_LOSS_HC_MINUS_HIGH = 0.30
static const float WATER_LOSS_FEVER = 0.2
Referenced by FeverMdfr.OnTick()
static const float LOW_ENERGY_DAMAGE_PER_SEC = 0.05

health loss per second while low on energy

Referenced by HungerMdfr.OnTick()
static const float LOW_WATER_DAMAGE_PER_SEC = 0.05

health loss per second while low on water

Referenced by ThirstMdfr.OnTick()
static const float CONSUMPTION_DAMAGE_PER_BITE = 2.0
static const float CONSUMPTION_DAMAGE_TEMP_THRESHOLD = 70.0

Celsius

static const float HEALTH_REGEN_MIN = 0.005

health regen rate at BLOOD_THRESHOLD_FATAL blood level

static const float HEALTH_REGEN_MAX = 0.03

health regen rate at MAXIMUM blood level

static const float LEG_HEALTH_REGEN = 1

Leg health regen when leg is NOT BROKEN

static const float LEG_HEALTH_REGEN_BROKEN = 0.18

Leg health regen when BROKEN OR SPLINTED

static const float UNCONSCIOUS_THRESHOLD = 25.0

player goes unconscious when we get under this threshold

static const float CONSCIOUS_THRESHOLD = 50.0

player regains consciousness when he gets above this threshold

static const float SHOCK_REFILL_CONSCIOUS_SPEED = 5

shock refill speed when the player is conscious

static const float SHOCK_REFILl_UNCONSCIOUS_SPEED = 1

shock refill speed when the player is unconscious

static const float SHOCK_REFILL_UNCON_CRITICAL_BLOOD_MLTP = 0.8

shock refill speed multiplier when the player is unconscious and has critical blood level

static const float SHOCK_DAMAGE_BLOOD_THRESHOLD_HIGH = 3000

we start dealing shock damage over time when we get at this value or lower

static const float SHOCK_DAMAGE_BLOOD_THRESHOLD_LOW = 2500

the closer we get to this value, the higher the over time shock damage we deal

static const float SHOCK_DAMAGE_HIGH = 5.5

shock damage per second when the blood is near the upper blood threshold

static const float SHOCK_DAMAGE_LOW = 6.25

shock damage per second when the blood is near the lower blood threshold

static const float SHOCK_REFILL_COOLDOWN_AFTER_HIT = 1000

duration of cooldown (ms) during which shock regeneration is paused

Referenced by ShockMdfr.OnTick()
static const float UNCONSCIOUS_IN_WATER_TIME_LIMIT_TO_DEATH = 20

how long can player survive while unconscious when in water in secs

static const float BLEEDING_SOURCE_BLOODLOSS_PER_SEC = -20

amount of blood loss per second from one bleeding source

static const float BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM = 0.6

modifier of the bloodloss given by BLEEDING_SOURCE_BLOODLOSS_PER_SEC, multiplying these two will give the resulting bloodloss

static const float BLEEDING_SOURCE_FLOW_MODIFIER_LOW = 0.1

modifier of the bloodloss given by BLEEDING_SOURCE_BLOODLOSS_PER_SEC, multiplying these two will give the resulting bloodloss

static const float BLEEDING_SOURCE_FLOW_MODIFIER_HIGH = 1

modifier of the bloodloss given by BLEEDING_SOURCE_BLOODLOSS_PER_SEC, multiplying these two will give the resulting bloodloss

static const int BLEEDING_SOURCE_DURATION_NORMAL = 300

in seconds, how long will bleeding source exist until disapearing

static const float BLEEDING_LOW_PRESSURE_BLOOD = 4000.0

from which blood level we start lowering BLEEDING_SOURCE_BLOODLOSS_PER_SEC

static const float BLEEDING_LOW_PRESSURE_MIN_MOD = 0.3

minimal value for low pressure bleeding (lowest possible multiplier of BLEEDING_SOURCE_BLOODLOSS_PER_SEC)

static const float BLEEDING_SOURCE_CLOSE_INFECTION_CHANCE = 0.40

a chance for wound infection when the wound is self-closing

static const float BLEEDING_SOURCE_BURN_MODIFIER = 0.65

modifies a bloodflow for any bleeding source obtained through skin burn from contaminated area

static const float BREATH_VAPOUR_THRESHOLD_HIGH = -5.0

missing comment

static const float BREATH_VAPOUR_THRESHOLD_LOW = 7.0

missing comment

static const float IMMUNITY_THRESHOLD_LEVEL_HIGH = 0.95
static const float IMMUNITY_THRESHOLD_LEVEL_NORMAL = 0.72
static const float IMMUNITY_THRESHOLD_LEVEL_LOW = 0.35
static const float IMMUNITY_THRESHOLD_LEVEL_CRITICAL = 0.15
static const float VITAMINS_LIFETIME_SECS = 300
Referenced by ImmunityBoost.Init()
static const float CHANCE_TO_BLEED_SLIDING_LADDER_PER_SEC = 0.3

probability of bleeding source occuring while sliding down ladder without gloves given as percentage per second(0.5 means 50% chance bleeding source will happen every second while sliding down)

static const float GLOVES_DAMAGE_SLIDING_LADDER_PER_SEC = -3

how much damage the gloves receive while sliding down the ladder (per sec)

static const int BT_STOMACH_VOLUME_LVL3 = 1000
static const int BT_STOMACH_VOLUME_LVL2 = 750
static const int BT_STOMACH_VOLUME_LVL1 = 1
static const int LAST_UA_MSG_LIFETIME = 30

last User Action message lifetime [s] (default: 30s)

const int VOMIT_THRESHOLD = 2000
static const float CORPSE_THRESHOLD_MEDIUM = 0.7

0.7

static const float CORPSE_THRESHOLD_DECAYED = 0.3

0.3

static const int CORPSE_STATE_MEDIUM = 1
static const float CAMERA_THRESHOLD_PITCH = -70.0
static const float BROKEN_LEGS_INITIAL_SHOCK = 20

Inflicted shock on modifier start

static const float BROKEN_LEGS_LOW_SHOCK_WALK = 4

Inflicted shock on modifier update with almost healthy legs

static const float BROKEN_LEGS_MID_SHOCK_WALK = 6

Inflicted shock on modifier update with mid health legs

static const float BROKEN_LEGS_HIGH_SHOCK_WALK = 8

Inflicted shock on modifier update with low health legs

static const float BROKEN_LEGS_SHOCK_SWIM = 2

Inflicted shock on modifier update when swimming

static const float BROKEN_LEGS_HEAVY_MELEE_SHOCK = 25

Inflicted shock per heavy weapon swing

static const float BROKEN_LEGS_LOW_HEALTH_THRESHOLD = 25

Amount of health BELOW which legs have "low health"

static const float BROKEN_LEGS_HIGH_HEALTH_THRESHOLD = 75

Amount of health OVER which legs have "low health"

static const float BROKEN_LEGS_STAND_SHOCK = 0

Shock dealt when standing with broken legs

static const float BROKEN_LEGS_ROLL_SHOCK = 10

Shock dealt when rolling with broken legs

static const float BROKEN_CROUCH_MODIFIER = 0.5

Inflicted shock modifier for crouched stance

static const float AI_NOISE_ROLL = 2

Multiplier for the noise generated while prone rolling

static const float AI_NOISE_SPRINT = 1

Multiplier for the noise generated while sprinting

static const float AI_NOISE_RUN = 0.8

Multiplier for the noise generated while jogging

static const float AI_NOISE_CROUCH_RUN = 0.6

Multiplier for the noise generated while Sprint crouch

static const float AI_NOISE_WALK = 0.4

Multiplier for the noise generated while walking

static const float AI_NOISE_IDLE = 0

Multiplier for the noise generated while staying still

static const float AI_NOISE_SHOES_BOOTS = 0.85

Multiplier for the noise generated while wearing boots

static const float AI_NOISE_SHOES_SNEAKERS = 0.6

Multiplier for the noise generated while wearing sneakers

static const float AI_NOISE_SHOES_NONE = 0.45

Multiplier for the noise generated while not wearing shoes

static const float AI_VISIBILITY_RUN = 1

Multiplier for the visibility of the player while jogging or sprinting

static const float AI_VISIBILITY_WALK = 0.66

Multiplier for the visibility of the player while walking

static const float AI_VISIBILITY_IDLE = 0.3

Multiplier for the visibility of the player while staying still

static const float AI_VISIBILITY_STANDING = 1.5

Multiplier for the visibility of the player while standing

static const float AI_VISIBILITY_CROUCH = 0.6

Multiplier for the visibility of the player while crouched

static const float AI_VISIBILITY_PRONE = 0.15

Multiplier for the visibility of the player while prone

static const float DROWNING_DEFAULT_THRESHOLD = 0.25

what water level value does it take for the player to be considered drowning while swimming - values <0.35 observed as the highest during swimming

static const float DROWNING_SWIMMING_THRESHOLD = 0.4

what water level value does it take for the player to be considered drowning while swimming - values <0.35 observed as the highest during swimming

static const float DROWNING_UNCONSCIOUS_THRESHOLD = 0.1

what water level value does it take for the player to be considered drowning while unconscious - 0.10 seemed a reasonable value based on visual observation and matching it to water depth values(can be adjust more precisely though)

static const int DROWNING_BUBBLE_FREQUENCY_MAX = 4000

how often should bubbles appear when the stamina is at its highest,(in ms)

static const int DROWNING_BUBBLE_FREQUENCY_MIN = 1000

how often should bubbles appear when the stamina is at its lowest,(in ms)

static const float BLOODY_HANDS_FOOD_POISON_AGENT_INCREMENT = 5
static const float BLOODY_HANDS_SALMONELLA_CHANCE = 0.05

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