Emote ids
Topics
- Agent transmission system 17
- Barrel related functions constants 3
- Cars Contact 3
- Cars Fluids 4
- ChatMessagesVisibility 8
- Configurations for Environment class 64
- Configurations for ItemsGenerator class 5
- Configurations for StaminaHandler class 39
- Controls locks 3
- Custom animation events ID for emotes 3
- Entity Temperature constants 28
- Food decay constants
- FOV settings
- HUDVisibility 8
- Inventory constants
- Item Damage Relative Values (ItemBase.GetHealth01) 5
- Item Health States (ItemBase.GetHealthLevel) 5
- Item Temperature Levels (ItemBase.GetTemperature) (ObjectTemperatureState) 9
- Item Variables 8
- Item Wetness States (ItemBase.GetWet) 10
- Lifetime Refresher functionality constants
- LiquidThroughputs 8
- LiquidTypes 28
- Selectable action types ids 3
- User action internal state machine states 24
- Vehicle Constants 2
Classes
Variables
const float AI_ATTACKSPEED = 1.5 | ||
const float AI_CONTAMINATION_DMG_PER_SEC = 3 | The amount of damage AI agents take per contaminated area damage event | |
const float AI_MAX_BLOCKABLE_ANGLE = 60 | The angle under which an infected must be relative to player to be blockable | |
const int BAREL_BLEACH_PER_CLOTH = 50 | ml per item | |
const int BAREL_LIME_PER_PELT = 100 | grams per pelt | |
const float BAREL_LIME_PER_PLANT = 50 | grams per gram | |
const int CAMERA_SHAKE_ARTILLERY_DISTANCE = 200 | ||
const int CAMERA_SHAKE_ARTILLERY_DISTANCE2 = 40000 | Square distance used for distance check | |
const int CAMERA_SHAKE_GRENADE_DISTANCE = 40 | Camera shake | |
const float CARS_CONTACT_DMG_KILLCREW = 1200.0 | ||
const float CARS_CONTACT_DMG_MIN = 150.0 | ||
const float CARS_CONTACT_DMG_THRESHOLD = 750.0 | ||
const int CARS_FLUIDS_TICK = 1 | ||
const int CARS_LEAK_THRESHOLD = 0.5 | ||
const int CARS_LEAK_TICK_MAX = 0.05 | ||
const int CARS_LEAK_TICK_MIN = 0.02 | ||
const string CFG_FILE_ADDITIONAL_INFO = "$profile:serverInfo.cfg" | ||
const float CLEAN_UNRESTRAIN_DAMAGE = 10 | ||
const float COLD_AREA_DIG_WORMS_MODIF = 1.5 | time modifier, how much longer it takes to dig up worms while in a cold area | |
const float COLD_AREA_TEMPERATURE_THRESHOLD = 5 | (deg Celsius) temperature limit up to which player is allowed to dig garden plots | |
const float CRAFTING_TIME_UNIT_SIZE = 4.0 | time unit size for crafting, this value is multiplied by the length given by a recipe | |
const float DAMAGE_BADLY_DAMAGED_VALUE = 0.3 | ||
const float DAMAGE_DAMAGED_VALUE = 0.5 | ||
const float DAMAGE_PRISTINE_VALUE = 1.0 | ||
const float DAMAGE_RUINED_VALUE = 0.0 | ||
const float DAMAGE_WORN_VALUE = 0.7 | ||
const float DEBUG_QUICK_UNRESTRAIN_TIME = 1.0 | \ misc | |
const float DECAY_FOOD_BAKED_FRVG = 259200 | ||
const float DECAY_FOOD_BAKED_MEAT = 345600 | ||
const float DECAY_FOOD_BOILED_FRVG = 172800 | ||
const float DECAY_FOOD_BOILED_MEAT = 259200 | ||
const float DECAY_FOOD_CAN_OPEN = 172800 | ||
const float DECAY_FOOD_DRIED_MEAT = 691200 | ||
const int DECAY_FOOD_FRVG_DRIED_CHANCE = 43 | ||
const float DECAY_FOOD_RAW_CORPSE = 32400 | ||
const float DECAY_FOOD_RAW_FRVG = 43200 | ||
const float DECAY_FOOD_RAW_MEAT = 21600 | ||
const float DECAY_RATE_ON_PLAYER = 2.5 | ||
const int DECAY_TIMER_RANDOM_PERCENTAGE = 25 | ||
const int DEFAULT_CHARACTER_MENU_ID = -1 | ||
const string DEFAULT_CHARACTER_NAME = "#str_cfgvehicles_survivor0" | experiment, used to be "Survivor" | |
const float DZPLAYER_CAMERA_FOV_EYEZOOM = 0.3926 | FOV (vertical angle/2) in radians. Take care to modify also in "basicDefines.hpp" | |
const float DZPLAYER_CAMERA_FOV_EYEZOOM_SHALLOW = 0.610865 | 70deg | |
const float DZPLAYER_CAMERA_FOV_IRONSIGHTS = 0.5236 | 60deg | |
const int EMOTE_SUICIDE_BLEED = 2 | ||
const int EMOTE_SUICIDE_DEATH = 1 | ||
const int EMOTE_SUICIDE_SIMULATION_END = 3 | ||
const float ENVIRO_CLOUD_DRY_EFFECT = 0.7 | how many % of ENVIRO_SUN_INCREMENT is reduced by cloudy sky | |
const float ENVIRO_CLOUDS_TEMP_EFFECT = 0.35 | how many % of environment temperature can be lowered by clouds | |
const float ENVIRO_DEFAULT_ENTITY_HEAT = 2.5 | heat entity generates if not moving | |
const float ENVIRO_DRY_INCREMENT = 0.00005 | amount of wetness subtracted from items wet value each tick if is not raining due to player heat | |
const float ENVIRO_FIRE_INCREMENT = 23.5 | how much is the generic temp effect increased when player is next to a fireplace | |
const float ENVIRO_FOG_DRY_EFFECT = 0.9 | how many % of ENVIRO_SUN_INCREMENT is reduced by fog | |
const float ENVIRO_FOG_TEMP_EFFECT = -2 | how strong the effect of fog is | |
static const float ENVIRO_HEATCOMFORT_BACK_WEIGHT = 0.03 | ||
static const float ENVIRO_HEATCOMFORT_BODY_WEIGHT = 0.12 | ||
const float ENVIRO_HEATCOMFORT_BODYPARTS_WEIGHT = 0.8 | how much this body parts (clothing) affects final heatcomfort | |
static const float ENVIRO_HEATCOMFORT_FEET_WEIGHT = 0.06 | ||
const float ENVIRO_HEATCOMFORT_FEETPARTS_WEIGHT = 0.4 | how much this feet parts (clothing) affects final heatcomfort | |
static const float ENVIRO_HEATCOMFORT_GLOVES_WEIGHT = 0.04 | ||
static const float ENVIRO_HEATCOMFORT_HEADGEAR_WEIGHT = 0.05 | how much this body part affects final heatcomfort | |
const float ENVIRO_HEATCOMFORT_HEADPARTS_WEIGHT = 0.3 | DEPRECATED | |
static const float ENVIRO_HEATCOMFORT_HIPS_WEIGHT = 0.00 | ||
static const float ENVIRO_HEATCOMFORT_LEGS_WEIGHT = 0.12 | ||
static const float ENVIRO_HEATCOMFORT_MASK_WEIGHT = 0.05 | ||
const float ENVIRO_HEATCOMFORT_MAX_STEP_SIZE = 0.25 | max step of dynamic heatcomfort change (applies if diff between target and dynamic HC is bigger than this value) | |
static const float ENVIRO_HEATCOMFORT_VEST_WEIGHT = 0.04 | ||
static 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_WEIGHT | don't forget to update the weights from above if you are adding/removing them | |
const float ENVIRO_HEATISOLATION_BACK_WEIGHT = 0.3 | weight of back for the sum of heat isolation | |
const float ENVIRO_HEATISOLATION_VEST_WEIGHT = 0.5 | weight of vest for the sum of heat isolation | |
const float ENVIRO_HIGH_NOON = 12 | when is sun highest on sky | |
const float ENVIRO_HIGH_TEMP_LIMIT = 70 | highest temperature(deg Celsius) where the player gets highest possible heat comfort (1) | |
const float ENVIRO_ISOLATION_HEALTHFACTOR_B_DAMAGED = 0.5 | ||
const float ENVIRO_ISOLATION_HEALTHFACTOR_DAMAGED = 0.8 | ||
const float ENVIRO_ISOLATION_HEALTHFACTOR_PRISTINE = 1.0 | impact of item health (state) to the heat isolation | |
const float ENVIRO_ISOLATION_HEALTHFACTOR_RUINED = 0.0 | ||
const float ENVIRO_ISOLATION_HEALTHFACTOR_WORN = 0.9 | ||
const float ENVIRO_ISOLATION_WETFACTOR_DAMP = 0.9 | ||
const float ENVIRO_ISOLATION_WETFACTOR_DRENCHED = -0.15 | ||
const float ENVIRO_ISOLATION_WETFACTOR_DRY = 1.0 | impact of item wetness to the heat isolation | |
const float ENVIRO_ISOLATION_WETFACTOR_SOAKED = 0.1 | ||
const float ENVIRO_ISOLATION_WETFACTOR_WET = 0.5 | ||
const float ENVIRO_ITEM_HEAT_TRANSFER_COEF = 0.01 | converts temperature of items to entities heatcomfort gain | |
const float ENVIRO_LOW_TEMP_LIMIT = -20 | lowest temperature(deg Celsius) where the player gets lowest possible heat comfort (-1) | |
const float ENVIRO_NAKED_BODY_PENALTY_RAIN_MIN_VALUE = 0.2 | how intensive a rain should be to enable rain penalty on naked body | |
const float ENVIRO_NAKED_BODY_PENALTY_SNOWFALL_MIN_VALUE = 0.4 | how intensive a snowfall should be to enable snowfall penalty on naked body | |
const float ENVIRO_PLAYER_COMFORT_TEMP = 24 | comfort temperature of environment for the player | |
const float ENVIRO_PLAYER_HEATBUFFER_CAPACITY_MIN = 0.35 | Minimal heatbuffer capacity of naked character | |
const float ENVIRO_PLAYER_HEATBUFFER_DECREASE = 0.01 | How much heat buffer decreases per one enviro tick | |
const float ENVIRO_PLAYER_HEATBUFFER_INCREASE = 0.18 | How much heat buffer increases per one enviro tick | |
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 | |
const float ENVIRO_PLAYER_HEATBUFFER_TEMP_AFFECT = 0.4 | How much heat buffer change rates are affected by temperature | |
const float ENVIRO_PLAYER_HEATBUFFER_TICK = 0.011 | Heat buffer static timer tick (set for 2s enviro tick, 180s to 1.0) | |
const float ENVIRO_PLAYER_HEATBUFFER_WATEREFFECT = 20 | impact of water contact on player's heatbuffer | |
const float ENVIRO_SNOW_WET_COEF = 0.1 | ||
const float ENVIRO_STOMACH_WEIGHT = 0.2 | how much stomach content affects final heatcomfort | |
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_TEMP_EFFECT_ON_PLAYER = 40 | impact of enviro temperature on player (lower value = higher, cannot be zero or below!) | |
const float ENVIRO_TEMP_SOURCES_LOOKUP_RADIUS = 20.0 | ||
const float ENVIRO_TEMPERATURE_HEIGHT_REDUCTION = 0.02 | amount of ?C reduced for each 100 meteres of height above water level | |
const float ENVIRO_TEMPERATURE_INSIDE_COEF = 0.085 | increases temp in interiors | |
const float ENVIRO_TEMPERATURE_INSIDE_VEHICLE_COEF = 0.051 | increases temp inside vehicles | |
const float ENVIRO_TEMPERATURE_UNDERROOF_COEF = 0.75 | underroof wind multiplier | |
const float ENVIRO_TEMPERATURE_WIND_COEF = 2.5 | windchill effect on base temperature | |
const float ENVIRO_TICK_RATE = 3 | in secs. how often should enviro effet process | |
const float ENVIRO_TICK_ROOF_RC_CHECK = 10 | in secs. how often we should check if player is under the roof (raycast) | |
const float ENVIRO_TICKS_TO_WETNESS_CALCULATION = 2 | each X (ticks) is processed wetness on items on player | |
const float ENVIRO_WATER_TEMPERATURE_COEF = 1.5 | how many time is water colder than air | |
const float ENVIRO_WET_INCREMENT = 0.01 | amount of wetness added to items wet value each tick if is raining | |
const float ENVIRO_WET_PASSTHROUGH_COEF = 0.1 | how many times slower is wetting/drying items in backpacks | |
const float ENVIRO_WET_PENALTY = 0.5 | at which state of item wetness (0-1) will heat isolation start having negative effect on heat comfort of item | |
const float ENVIRO_WIND_CHILL_LIMIT = 30.0 | Above this value, the wind effect increases the modified temperature | |
const float ENVIRO_WIND_EFFECT = 0.25 | amount of % wind affect drying/wetting | |
const float ENVIRO_WIND_EFFECT_SLOPE = -35.0 | Affects the slope of calculation | |
const float FIRE_ATTACHMENT_DAMAGE_PER_SECOND = 0.07 | various damage per second constants | |
const int HAIR_SELECTION_COUNT = 45 | ||
const float HEATISO_THRESHOLD_BAD = 0.2 | ||
const float HEATISO_THRESHOLD_HIGH = 0.8 | ||
const float HEATISO_THRESHOLD_LOW = 0.4 | ||
const float HEATISO_THRESHOLD_MEDIUM = 0.6 | ||
const int ID_EMOTE_CAMPFIRE = 13 | ||
const int ID_EMOTE_CLAP = 39 | ||
const int ID_EMOTE_COME = 54 | ||
const int ID_EMOTE_DABBING = 32 | ||
const int ID_EMOTE_DANCE = 12 | ||
const int ID_EMOTE_DEBUG = 1000 | ||
const int ID_EMOTE_DOWN = 53 | ||
const int ID_EMOTE_FACEPALM = 7 | ||
const int ID_EMOTE_GREETING = 1 | ||
const int ID_EMOTE_HEART = 3 | ||
const int ID_EMOTE_HOLD = 47 | ||
const int ID_EMOTE_LISTENING = 48 | ||
const int ID_EMOTE_LOOKATME = 50 | ||
const int ID_EMOTE_LYINGDOWN = 5 | ||
const int ID_EMOTE_MOVE = 52 | ||
const int ID_EMOTE_NOD = 58 | ||
const int ID_EMOTE_POINT = 40 | ||
const int ID_EMOTE_POINTSELF = 49 | ||
const int ID_EMOTE_RPS = 45 | ||
const int ID_EMOTE_RPS_P = 56 | ||
const int ID_EMOTE_RPS_R = 55 | ||
const int ID_EMOTE_RPS_S = 57 | ||
const int ID_EMOTE_SALUTE = 44 | ||
const int ID_EMOTE_SHAKE = 59 | ||
const int ID_EMOTE_SHRUG = 60 | ||
const int ID_EMOTE_SILENT = 43 | ||
const int ID_EMOTE_SITA = 14 | ||
const int ID_EMOTE_SITB = 15 | ||
const int ID_EMOTE_SOS = 2 | FB | |
const int ID_EMOTE_SUICIDE = 11 | FB | |
const int ID_EMOTE_SURRENDER = 61 | ||
const int ID_EMOTE_TAUNT = 4 | ||
const int ID_EMOTE_TAUNTELBOW = 8 | ||
const int ID_EMOTE_TAUNTKISS = 6 | ||
const int ID_EMOTE_TAUNTTHINK = 51 | ||
const int ID_EMOTE_THROAT = 10 | ||
const int ID_EMOTE_THUMB = 9 | ||
const int ID_EMOTE_THUMBDOWN = 16 | ||
const int ID_EMOTE_TIMEOUT = 35 | ||
const int ID_EMOTE_VOMIT = 62 | ||
const int ID_EMOTE_WATCHING = 46 | ||
const int INPUT_EXCLUDE_ALL = 0 | \ input exclude types; DEPRECATED (confusing) | |
const int INPUT_EXCLUDE_INVENTORY = 1 | ||
const int INPUT_EXCLUDE_MAP = 4 | ||
const int INPUT_EXCLUDE_MOUSE_ALL = 2 | ||
const int INPUT_EXCLUDE_MOUSE_RADIAL = 3 | ||
const int INVENTORY_ENTITY_DROP_OVERLAP_DEPTH = 2 | How deep should it go looking for a free spot to drop an entity | |
const int INVENTORY_MAX_REACHABLE_DEPTH_ATT = 2 | Inventory 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. | more… |
const int ITEM_ATTACH = 6 | ||
const int ITEM_BARREL_CLOSE = 21 | ||
const int ITEM_BARREL_OPEN = 20 | ||
const int ITEM_DEPLOY = 3 | ||
const int ITEM_DEPLOY_LOOP = 2 | ||
const int ITEM_DETACH = 7 | ||
const int ITEM_EXPLOSIVE_ARM = 26 | ||
const int ITEM_EXPLOSIVE_DISARM = 27 | ||
const int ITEM_EXPLOSIVE_DISARM_UNPAIRED = 28 | ||
const int ITEM_FOLD = 5 | ||
const int ITEM_FOLD_LOOP = 4 | ||
const int ITEM_KEY_BREAK = 29 | ||
const int ITEM_PLACE = 1 | ||
const float ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT = 15.0 | ||
static const float ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE = (GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT + GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT) * 0.5 | ||
const float ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT = 35.0 | ||
const float ITEM_TEMPERATURE_QUANTITY_WEIGHT_MULTIPLIER = 0.04 | ||
const float ITEM_TEMPERATURE_TO_EXPLODE_MIN = 100 | misc | |
const int ITEM_TENT_CLOSE = 23 | ||
const int ITEM_TENT_OPEN = 22 | ||
const int ITEM_TENT_WINDOW_CLOSE = 25 | ||
const int ITEM_TENT_WINDOW_OPEN = 24 | ||
const float LIQUID_RAIN_AMOUNT_COEF_BASE = 10.0 | ||
const float LOADING_SCREEN_HINT_INTERVAL = 14 | the time that elapses before a hint is switched during loading in screens that support hint switching | |
const float LOADING_SCREEN_HINT_INTERVAL_MIN = 8 | the 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 float MELEE_ITEM_DAMAGE = 0.35 | ||
const float MINING_WOOD_FAST = 2.0 | Wood mining GameConstants, scaled by output. Should not be lower than ~1.5s! | |
const float MINING_WOOD_MEDIUM = 2.0 | ||
const float MINING_WOOD_SLOW = 3.0 | ||
const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_ANIMALS = 0.20 | ||
const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_INFECTED = 0.20 | ||
const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_PLAYERS = 0 | ||
const float NL_DAMAGE_FIREARM_CONVERSION_ANIMALS = PROJECTILE_CONVERSION_ANIMALS | ||
const float NL_DAMAGE_FIREARM_CONVERSION_INFECTED = PROJECTILE_CONVERSION_INFECTED | ||
const float NL_DAMAGE_FIREARM_CONVERSION_PLAYERS = PROJECTILE_CONVERSION_PLAYERS | ||
const int OPTICS_STATE_DAY = 0 | default state for most optics | |
const int OPTICS_STATE_NIGHTVISION = 1 | ||
const string OPTIONS_SOUND_AMBIENT_SOUND_MODE = "ambient_sound_mode" | ||
const float PROJECTED_CURSOR_DISTANCE = 5 | how long is the raycast from the weapon for projected cursor | |
const float PROJECTILE_CONVERSION_ANIMALS = 0.1 | Non-lethal projectile damage QuantityConversions | |
const float PROJECTILE_CONVERSION_INFECTED = 0.44 | ||
const float PROJECTILE_CONVERSION_PLAYERS = 0.1 | ||
const float PVP_MAX_BLOCKABLE_ANGLE = 60 | The angle under which a Player must be relative to player to be blockable | |
const int QUANTITY_COUNT = 1 | ||
const int QUANTITY_HIDDEN = 0 | ||
const int QUANTITY_PROGRESS = 2 | ||
static float RAIN_NOISE_REDUCTION_WEIGHT = 0.5 | ||
const int REFRESHER_FREQUENCY_DEFAULT = 3600 * 24 * 5 | frequency of lifetime refreshes/refresher time decreases - 5 days | |
const int REFRESHER_MAX_DURATION_DEFAULT = 3600 * 24 * 40 | max duration of refresher in seconds - 40 days (+ 5 days final refresh ) | |
const float REFRESHER_RADIUS = 60 | meters | |
const int RESPAWN_MODE_CUSTOM = 0 | ||
const int RESPAWN_MODE_RANDOM = 1 | ||
const float ROOF_CHECK_RAYCAST_DIST = 20.0 | ||
const float SALMONELLA_RETENTION_PREDATOR = 0.6 | 60% chance cooked predator meat will retain salmonella | |
static float SNOWFALL_NOISE_REDUCTION_WEIGHT = 0.25 | ||
const float STAMINA_CLIMB_THRESHOLD = 42 | in units | |
const float STAMINA_DRAIN_CLIMB = 42 | in units (how much jumping depletes stamina) | |
const int STAMINA_DRAIN_CROUCHED_SPRINT_PER_SEC = 1 | in units (how much sprint in crouch depletes stamina) | |
const float STAMINA_DRAIN_HOLD_BREATH_DURATION = 5.0 | in 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_END = 1.0 | in units (how much holding breath depletes stamina at the end) | |
const float STAMINA_DRAIN_HOLD_BREATH_EXPONENT = 3 | holding breath exponent | |
const float STAMINA_DRAIN_HOLD_BREATH_START = 0.2 | in units (how much holding breath depletes stamina at the start) | |
const float STAMINA_DRAIN_JUMP = 25 | in units (how much jumping depletes stamina) | |
const int STAMINA_DRAIN_LADDER_FAST_PER_SEC = 8 | in units (how much fast ladder climb depletes stamina) | |
const float STAMINA_DRAIN_MELEE_EVADE = 8 | in units (how much evade depletes stamina) | |
const float STAMINA_DRAIN_MELEE_HEAVY = 25 | in units (how much heavy melee punch depletes stamina) | |
const float STAMINA_DRAIN_MELEE_LIGHT = 5 | in units (how much light melee punch depletes stamina) | |
const int STAMINA_DRAIN_PRONE_SPRINT_PER_SEC = 3 | in units (how much sprint in prone depletes stamina) | |
const float STAMINA_DRAIN_ROLL = 5 | in units (how much roll depletes stamina) | |
const int STAMINA_DRAIN_STANDING_SPRINT_PER_SEC = 4 | in units (how much sprint depletes stamina) | |
const int STAMINA_DRAIN_SWIM_FAST_PER_SEC = 5 | in units (how much fast swimming depletes stamina) | |
const float STAMINA_DRAIN_VAULT = 20 | in units (how much jumping depletes stamina) | |
const float STAMINA_GAIN_BONUS_CAP = 3.0 | in units (tells how much extra units can be added at best to stamina regain) | |
const int STAMINA_GAIN_IDLE_PER_SEC = 5 | in units (how much of stamina units is gained while iddling) | |
const int STAMINA_GAIN_JOG_PER_SEC = 2 | in units (how much of stamina units is gained while jogging) | |
const int STAMINA_GAIN_LADDER_PER_SEC = 1 | in units (how much of stamina units is gained while slowly swim) | |
const int STAMINA_GAIN_ROLL_PER_SEC = 0 | in units (how much of stamina units is gained while rolling) | |
const int STAMINA_GAIN_SWIM_PER_SEC = 1 | in units (how much of stamina units is gained while slowly swim) | |
const int STAMINA_GAIN_WALK_PER_SEC = 4 | in units (how much of stamina units is gained while walking) | |
const float STAMINA_HOLD_BREATH_THRESHOLD_ACTIVATE = 10 | in units | |
const float STAMINA_HOLD_BREATH_THRESHOLD_DRAIN = 0 | in units | |
const float STAMINA_JUMP_THRESHOLD = 25 | in units | |
const float STAMINA_KG_TO_GRAMS = 1000 | for kg to g conversion | |
const float STAMINA_KG_TO_STAMINAPERCENT_PENALTY = 1.75 | in units (by how many units is max stamina bar reduced for each 1 kg of load weight) | |
const float STAMINA_MAX = 100 | ||
const float STAMINA_MELEE_EVADE_THRESHOLD = 8 | in units | |
const float STAMINA_MELEE_HEAVY_THRESHOLD = STAMINA_DRAIN_MELEE_HEAVY | in units (how many units we need to make a heavy hit in melee) | |
const float STAMINA_MIN_CAP = 5 | in units (overload won't reduce max stamina bar under this value) | |
const float STAMINA_REGEN_COOLDOWN_DEPLETION = 0.45 | in secs (how much time we will spend in cooldown before the stamina will starts with regeneration) | |
const float STAMINA_REGEN_COOLDOWN_EXHAUSTION = 0.5 | ||
const float STAMINA_ROLL_THRESHOLD = 5 | in units | |
const float STAMINA_SYNC_RATE = 0.5 | in secs | |
const float STAMINA_VAULT_THRESHOLD = 20 | in units | |
const float STAMINA_WEIGHT_LIMIT_THRESHOLD = 6000 | in grams (weight where the player is not penalized by stamina) | |
const int STATE_BADLY_DAMAGED = 3 | ||
const int STATE_COLD_LVL_FOUR = -100 | ||
const int STATE_COLD_LVL_ONE = 3 | ||
const int STATE_COLD_LVL_THREE = -50 | ||
const int STATE_COLD_LVL_TWO = -10 | ||
const int STATE_DAMAGED = 2 | ||
const float STATE_DAMP = 0.05 | ||
const float STATE_DRENCHED = 0.8 | ||
const float STATE_DRY = 0 | ||
const int STATE_HOT_LVL_FOUR = 600 | ||
const int STATE_HOT_LVL_ONE = 35 | ||
const int STATE_HOT_LVL_THREE = 250 | ||
const int STATE_HOT_LVL_TWO = 70 | ||
const int STATE_NEUTRAL_TEMP = 15 | ||
const int STATE_PRISTINE = 0 | ||
const int STATE_RUINED = 4 | ||
const float STATE_SOAKING_WET = 0.5 | ||
const float STATE_WET = 0.25 | ||
const int STATE_WORN = 1 | ||
const float TEMP_COEF_COOKING_CATCHUP = 3.0 | DEPRECEATED, heating of child items that are below minimal cooking temperature (catching up) | |
const float TEMP_COEF_COOKING_DEFAULT = 2.0 | ||
const float TEMP_COEF_COOLING_GLOBAL = 1.0 | one universal coef for item cooling | |
const float TEMP_COEF_FIREPLACE_COOLING = 2.0 | ||
const float TEMP_COEF_FIREPLACE_HEATING = 2.0 | ||
const float TEMP_COEF_GAS_STOVE = 1.0 | ||
const float TEMP_COEF_INVENTORY = 1 | ||
const float TEMP_COEF_SWIMMING = 5.0 | speed of change for items in player's inventory during swimming | |
const float TEMP_COEF_UTS = 6.0 | universal temperature sources | |
const float TEMP_COEF_WORLD = 1 | entities on the ground | |
static const float TEMPERATURE_FREEZE_TIME_COEF_BURNED = 0.25 | ||
static const float TEMPERATURE_FREEZE_TIME_COEF_DRIED = 0.25 | ||
static const float TEMPERATURE_FREEZETHAW_ACCELERATION_COEF = 20.0 | accelerates 'lowering' of the FT progress in the oposite direction | |
static const float TEMPERATURE_FREEZETHAW_LEGACY_COEF = 0.2 | artificially lowers the freeze/thaw progression on reverse-calculated time values | |
static const float TEMPERATURE_INTERPOLATION_THRESHOLD_MAX_ABS = 300.0 | difference in current - target temperatures | |
static const float TEMPERATURE_INTERPOLATION_THRESHOLD_MIN_ABS = 1.0 | difference in current - target temperatures | |
static const float TEMPERATURE_RATE_AVERAGE_ABS = 0.17 | °C/s | |
const float TEMPERATURE_RATE_COOLING_GROUND = -0.34 | ||
const float TEMPERATURE_RATE_COOLING_INSIDE = -0.17 | ||
const float TEMPERATURE_RATE_COOLING_PLAYER = -0.35 | ||
static const float TEMPERATURE_RATE_MAX_ABS = TEMPERATURE_RATE_AVERAGE_ABS * 6 | °C/s | |
static const float TEMPERATURE_SENSITIVITY_THRESHOLD = 0.1 | changes lower than this will usually not be processed (absolute) | |
static const float TEMPERATURE_THAW_TIME_COEF_BURNED = 0.25 | ||
static const float TEMPERATURE_THAW_TIME_COEF_DRIED = 0.25 | ||
static const float TEMPERATURE_TIME_FREEZE_MIN = 120 | minimal time in seconds to freeze entity | |
static const float TEMPERATURE_TIME_OVERHEAT_MIN = 180 | minimal time in seconds to overheat any overheatable entity | |
static const float TEMPERATURE_TIME_THAW_MIN = 120 | minimal time in seconds to thaw entity | |
const float VEHICLE_FLIP_ANGLE_TOLERANCE = 45 | Angle of the vehicle from the normal of the surface under the vehicle | |
const bool VEHICLE_FLIP_WHEELS_LIMITED = true | If the vehicle is not facing directly up, then don't use the "wheels early exit optimization" | |
const float WEIGHT_DAMP = 1.0 | ||
const float WEIGHT_DRENCHED = 2.0 | ||
const float WEIGHT_DRY = 1.0 | ||
const float WEIGHT_SOAKING_WET = 1.66 | ||
const float WEIGHT_WET = 1.33 | ||
const float WETNESS_RATE_DRYING_GROUND = -0.0008 | ||
const float WETNESS_RATE_DRYING_INSIDE = -0.0016 | ||
const float WETNESS_RATE_WETTING_INSIDE = 0.0020 | ||
const float WETNESS_RATE_WETTING_LIQUID = 0.015 |
Variable Documentation
INVENTORY_MAX_REACHABLE_DEPTH_ATTGameConstants
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.
NoteContainerWithCargoAndAttachments::AttachmentAddedEx creates 'Attachments' and 'CargoContainer' objects at depth 3 (nature of the architecture)