143 {
144 super.GetIntensityForPlayer(player);
145
146 if (!player)
147 return 0.0;
148
149 PlayerBase playerPB = PlayerBase.Cast(player);
150 if (!playerPB)
151 return 0.0;
152
153 vector headPosition = MiscGameplayFunctions.GetPlayerHeadPosition(playerPB);
155 if (baseIntensity <= 0.0)
156 return 0.0;
157
158
160 if (!playerData)
161 return 0.0;
162
163
164 float modifiedIntensity = baseIntensity;
165
166
168
169
170 if (modifiedIntensity > 0.0)
172
173
174 if (modifiedIntensity > 0.0)
176
177 return modifiedIntensity;
178 }
proto native float GetIntensity(vector worldPosition)
Returns the intensity of the sandstorm at a given position in world space. The sandstorm must be acti...
PlayerSandstormData GetPlayerSandstormData(PlayerBase player)
void ApplyUndergroundModifier(inout float intensity, PlayerBase player, PlayerSandstormData playerData)
void ApplyBuildingCheckModifier(inout float intensity, PlayerBase player, PlayerSandstormData playerData)
void ApplyVehicleModifier(inout float intensity, PlayerBase player, PlayerSandstormData playerData)