class PlayerConstantsSource
Constants 174
static const float WEAPON_RAISE_BLEND_DELAY = 0.2static const float MELEE2_MOVEMENT_BLEND_DELAY = 0.35static const float HEAVY_HIT_THRESHOLD = 0.5defines 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 = 1.6static const float HEAD_HEIGHT_CROUCH = 1.05static const float HEAD_HEIGHT_PRONE = 0.66static const float BAREFOOT_MOVEMENT_BLEED_MODIFIER = 0.1static const float SHOES_MOVEMENT_DAMAGE_PER_STEP = 0.035static const int CHECK_EVERY_N_STEP = 10will process every n-th step(for performance reasons)
static const float SL_HEALTH_CRITICAL = 15static const float SL_HEALTH_LOW = 30static const float SL_HEALTH_NORMAL = 50static const float SL_HEALTH_HIGH = 80static const float SL_TOXICITY_CRITICAL = 20static const float SL_TOXICITY_LOW = 40static const float SL_TOXICITY_NORMAL = 60static const float SL_TOXICITY_HIGH = 80static const float SL_BLOOD_CRITICAL = 3000Show 1 more
, ShockMdfr.GetRefillSpeed()static const float SL_BLOOD_LOW = 3500static const float SL_BLOOD_NORMAL = 4000static const float SL_BLOOD_HIGH = 4500static const float SL_ENERGY_CRITICAL = 0static const float SL_ENERGY_LOW = 300static const float SL_ENERGY_NORMAL = 800static const float SL_ENERGY_HIGH = 3500static const float SL_ENERGY_MAX = 5000static const float SL_WATER_CRITICAL = 0static const float SL_WATER_LOW = 300static const float SL_WATER_NORMAL = 800static const float SL_WATER_HIGH = 3500static const float SL_WATER_MAX = 5000static const float NORMAL_TEMPERATURE_L = 36.0static const float NORMAL_TEMPERATURE_H = 36.5static const float HIGH_TEMPERATURE_L = 38.5static const float HIGH_TEMPERATURE_H = 39.0static const float DIGESTION_SPEED = 1.7quantity processed in the stomach per second
static const float CONSUMPTION_MULTIPLIER_BASE = 1must not be 0 or less
static const float STOMACH_ENERGY_TRANSFERED_PER_SEC = 3amount 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 = 6amount 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 = 7amount of g/ml emptied from stomach per second
static const float STOMACH_DIGEST_AGENT_RANDOM_MIN = -0.5Percents of agents count <-1.0; 1.0>
static const float STOMACH_DIGEST_AGENT_RANDOM_MAX = 0.5Percents of agents count <-1.0; 1.0>
static const float LOW_WATER_THRESHOLD = SL_WATER_LOWthreshold from which water affects health
static const float LOW_ENERGY_THRESHOLD = SL_ENERGY_LOWthreshold from which energy affects health
static const float METABOLIC_SPEED_ENERGY_BASAL = 0.01energy loss per second while idle
static const float METABOLIC_SPEED_ENERGY_WALK = 0.1energy loss per second
static const float METABOLIC_SPEED_ENERGY_JOG = 0.3energy loss per second
static const float METABOLIC_SPEED_ENERGY_SPRINT = 0.6energy loss per second
static const float METABOLIC_SPEED_WATER_BASAL = 0.01water loss per second while idle
static const float METABOLIC_SPEED_WATER_WALK = 0.1water loss per second
static const float METABOLIC_SPEED_WATER_JOG = 0.3water loss per second
static const float METABOLIC_SPEED_WATER_SPRINT = 0.6water loss per second
static const float THRESHOLD_HEAT_COMFORT_PLUS_WARNING = 0.15yellow zone
static const float THRESHOLD_HEAT_COMFORT_PLUS_CRITICAL = 0.45red zone
static const float THRESHOLD_HEAT_COMFORT_PLUS_EMPTY = 0.75flashing red zone
static const float THRESHOLD_HEAT_COMFORT_MINUS_WARNING = -0.15light blue zone
static const float THRESHOLD_HEAT_COMFORT_MINUS_CRITICAL = -0.45dark blue zone
static const float THRESHOLD_HEAT_COMFORT_MINUS_EMPTY = -0.75flashing dark blue zone
static const int BLOOD_THRESHOLD_FATAL = 2500fatal blood level
static const float BLOOD_REGEN_RATE_PER_SEC = 0.3base amount of blood regenerated per second
static const float DAMAGE_ZONE_BLOOD_REGEN_MODIFIER = 0.7static const float UNCONSCIOUS_BLOOD_REGEN_MLTP = 2multiplier for blood regen while character has critical blood and uncon
static const float BLOOD_REGEN_MODIFIER_ENERGY_LOW = 0multiplier for blood regen rate
static const float BLOOD_REGEN_MODIFIER_ENERGY_MID = 0.65static const float BLOOD_REGEN_MODIFIER_ENERGY_HIGH = 1static const float BLOOD_REGEN_MODIFIER_WATER_LOW = 0multiplier for blood regen rate (BLOOD_REGEN_MULTIPLIER_WATER_LOW ?)
static const float BLOOD_REGEN_MODIFIER_WATER_MID = 0.65static const float BLOOD_REGEN_MODIFIER_WATER_HIGH = 1static const float SALINE_BLOOD_REGEN_PER_SEC = 3boost for blood regen per second, independent on BLOOD_REGEN_SPEED
static const float SALINE_LIQUID_AMOUNT = 500static const float SALINE_WATER_REGEN_PER_SEC = 2.1static const float HEMOLYTIC_BLOOD_DRAIN_PER_SEC = 7hemolytic reaction blood drain per second
static const float HEMOLYTIC_BLOODLOSS_AMOUNT = 500static const float HEMOLYTIC_RISK_SHOCK_THRESHOLD = 75amount of blood from transfusion causing player character going into shock
static const float HEMOLYTIC_REACTION_THRESHOLD = 175amount of blood from transfusion triggering hemolytic reaction
static const float WATER_LOSS_THRESHOLD_HC_PLUS_LOW = THRESHOLD_HEAT_COMFORT_PLUS_WARNINGstatic const float WATER_LOSS_THRESHOLD_HC_PLUS_HIGH = THRESHOLD_HEAT_COMFORT_PLUS_CRITICALstatic const float ENERGY_LOSS_THRESHOLD_HC_MINUS_LOW = THRESHOLD_HEAT_COMFORT_MINUS_WARNINGstatic const float ENERGY_LOSS_THRESHOLD_HC_MINUS_HIGH = THRESHOLD_HEAT_COMFORT_MINUS_CRITICALstatic const float WATER_LOSS_HC_PLUS_LOW = 0static const float WATER_LOSS_HC_PLUS_HIGH = 0.4static const float ENERGY_LOSS_HC_MINUS_LOW = 0.2static const float ENERGY_LOSS_HC_MINUS_HIGH = 0.45static const float HEALTH_LOSS_HC_PLUS_LOW = 0.035static const float HEALTH_LOSS_HC_PLUS_HIGH = 0.30static const float HEALTH_LOSS_HC_MINUS_LOW = 0.035static const float HEALTH_LOSS_HC_MINUS_HIGH = 0.30static const float WATER_LOSS_FEVER = 0.2static const float LOW_ENERGY_DAMAGE_PER_SEC = 0.05health loss per second while low on energy
static const float LOW_WATER_DAMAGE_PER_SEC = 0.05health loss per second while low on water
static const float CONSUMPTION_DAMAGE_PER_BITE = 2.0static const float CONSUMPTION_DAMAGE_TEMP_THRESHOLD = 70.0Celsius
static const float HEALTH_REGEN_MIN = 0.005health regen rate at BLOOD_THRESHOLD_FATAL blood level
static const float HEALTH_REGEN_MAX = 0.03health regen rate at MAXIMUM blood level
static const float LEG_HEALTH_REGEN = 1Leg health regen when leg is NOT BROKEN
static const float LEG_HEALTH_REGEN_BROKEN = 0.18Leg health regen when BROKEN OR SPLINTED
static const float UNCONSCIOUS_THRESHOLD = 25.0player goes unconscious when we get under this threshold
static const float CONSCIOUS_THRESHOLD = 50.0player regains consciousness when he gets above this threshold
static const float SHOCK_REFILL_CONSCIOUS_SPEED = 5shock refill speed when the player is conscious
static const float SHOCK_REFILl_UNCONSCIOUS_SPEED = 1shock refill speed when the player is unconscious
static const float SHOCK_REFILL_UNCON_CRITICAL_BLOOD_MLTP = 0.8shock refill speed multiplier when the player is unconscious and has critical blood level
static const float SHOCK_DAMAGE_BLOOD_THRESHOLD_HIGH = 3000we start dealing shock damage over time when we get at this value or lower
static const float SHOCK_DAMAGE_BLOOD_THRESHOLD_LOW = 2500the closer we get to this value, the higher the over time shock damage we deal
static const float SHOCK_DAMAGE_HIGH = 5.5shock damage per second when the blood is near the upper blood threshold
static const float SHOCK_DAMAGE_LOW = 6.25shock damage per second when the blood is near the lower blood threshold
static const float SHOCK_REFILL_COOLDOWN_AFTER_HIT = 1000duration of cooldown (ms) during which shock regeneration is paused
static const float UNCONSCIOUS_IN_WATER_TIME_LIMIT_TO_DEATH = 20how long can player survive while unconscious when in water in secs
static const float BLEEDING_SOURCE_BLOODLOSS_PER_SEC = -20amount of blood loss per second from one bleeding source
static const float BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM = 0.6modifier 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 = 0.1modifier 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 = 1modifier 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 = 300in seconds, how long will bleeding source exist until disapearing
static const float BLEEDING_LOW_PRESSURE_BLOOD = 4000.0from which blood level we start lowering BLEEDING_SOURCE_BLOODLOSS_PER_SEC
static const float BLEEDING_LOW_PRESSURE_MIN_MOD = 0.3minimal value for low pressure bleeding (lowest possible multiplier of BLEEDING_SOURCE_BLOODLOSS_PER_SEC)
static const float BLEEDING_SOURCE_CLOSE_INFECTION_CHANCE = 0.40a chance for wound infection when the wound is self-closing
static const float BLEEDING_SOURCE_BURN_MODIFIER = 0.65modifies a bloodflow for any bleeding source obtained through skin burn from contaminated area
static const float BREATH_VAPOUR_THRESHOLD_HIGH = -5.0missing comment
static const float BREATH_VAPOUR_THRESHOLD_LOW = 7.0missing comment
static const float IMMUNITY_THRESHOLD_LEVEL_HIGH = 0.95static const float IMMUNITY_THRESHOLD_LEVEL_NORMAL = 0.72static const float IMMUNITY_THRESHOLD_LEVEL_LOW = 0.35static const float IMMUNITY_THRESHOLD_LEVEL_CRITICAL = 0.15static const float VITAMINS_LIFETIME_SECS = 300static const float CHANCE_TO_BLEED_SLIDING_LADDER_PER_SEC = 0.3probability 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 = -3how much damage the gloves receive while sliding down the ladder (per sec)
static const int BT_STOMACH_VOLUME_LVL3 = 1000static const int BT_STOMACH_VOLUME_LVL2 = 750static const int BT_STOMACH_VOLUME_LVL1 = 1static const int LAST_UA_MSG_LIFETIME = 30last User Action message lifetime [s] (default: 30s)
const int VOMIT_THRESHOLD = 2000static const int CORPSE_STATE_FRESH = 0static const int CORPSE_STATE_MEDIUM = 1static const int CORPSE_STATE_DECAYED = 2Show 3 more
, PlayerBase.Init(), PlayerBase.SetDecayEffects(), and PlayerBase.UpdateCorpseStateVisual()static const float CAMERA_THRESHOLD_PITCH = -70.0static const float BROKEN_LEGS_INITIAL_SHOCK = 20Inflicted shock on modifier start
static const float BROKEN_LEGS_LOW_SHOCK_WALK = 4Inflicted shock on modifier update with almost healthy legs
static const float BROKEN_LEGS_MID_SHOCK_WALK = 6Inflicted shock on modifier update with mid health legs
static const float BROKEN_LEGS_HIGH_SHOCK_WALK = 8Inflicted shock on modifier update with low health legs
static const float BROKEN_LEGS_SHOCK_SWIM = 2Inflicted shock on modifier update when swimming
static const float BROKEN_LEGS_LIGHT_MELEE_SHOCK = 10Inflicted shock per light weapon swing
static const float BROKEN_LEGS_HEAVY_MELEE_SHOCK = 25Inflicted shock per heavy weapon swing
static const float BROKEN_LEGS_LOW_HEALTH_THRESHOLD = 25Amount of health BELOW which legs have "low health"
static const float BROKEN_LEGS_HIGH_HEALTH_THRESHOLD = 75Amount of health OVER which legs have "low health"
static const float BROKEN_LEGS_STAND_SHOCK = 0Shock dealt when standing with broken legs
static const float BROKEN_LEGS_ROLL_SHOCK = 10Shock dealt when rolling with broken legs
static const float BROKEN_CROUCH_MODIFIER = 0.5Inflicted shock modifier for crouched stance
static const float AI_NOISE_ROLL = 2Multiplier for the noise generated while prone rolling
static const float AI_NOISE_SPRINT = 1Multiplier for the noise generated while sprinting
static const float AI_NOISE_RUN = 0.8Multiplier for the noise generated while jogging
static const float AI_NOISE_CROUCH_RUN = 0.6Multiplier for the noise generated while Sprint crouch
static const float AI_NOISE_WALK = 0.4Multiplier for the noise generated while walking
static const float AI_NOISE_IDLE = 0Multiplier for the noise generated while staying still
static const float AI_NOISE_SHOES_BOOTS = 0.85Multiplier for the noise generated while wearing boots
static const float AI_NOISE_SHOES_SNEAKERS = 0.6Multiplier for the noise generated while wearing sneakers
static const float AI_NOISE_SHOES_NONE = 0.45Multiplier for the noise generated while not wearing shoes
static const float AI_VISIBILITY_RUN = 1Multiplier for the visibility of the player while jogging or sprinting
static const float AI_VISIBILITY_WALK = 0.66Multiplier for the visibility of the player while walking
static const float AI_VISIBILITY_IDLE = 0.3Multiplier for the visibility of the player while staying still
static const float AI_VISIBILITY_STANDING = 1.5Multiplier for the visibility of the player while standing
static const float AI_VISIBILITY_CROUCH = 0.6Multiplier for the visibility of the player while crouched
static const float AI_VISIBILITY_PRONE = 0.15Multiplier for the visibility of the player while prone
static const float DROWNING_DEFAULT_THRESHOLD = 0.25what 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 = 0.4what 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 = 0.1what 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 = 4000how often should bubbles appear when the stamina is at its highest,(in ms)
static const int DROWNING_BUBBLE_FREQUENCY_MIN = 1000how often should bubbles appear when the stamina is at its lowest,(in ms)
static const float BLOODY_HANDS_FOOD_POISON_AGENT_INCREMENT = 5static const float BLOODY_HANDS_SALMONELLA_CHANCE = 0.05DEPRECATED