29    {       
   30        super.Init();
   31        
   32        
   37 
   38        int tempIdx;
   39        m_MinTemps = {-6.5, -9.5, -6.5, -9.5, 2, 6, 9, 10, 6, 1, -5, -10}; 
 
   40        if (CfgGameplayHandler.GetEnvironmentMinTemps() && CfgGameplayHandler.GetEnvironmentMinTemps().Count() == 12)
   41        {
   42            for (tempIdx = 0; tempIdx < CfgGameplayHandler.GetEnvironmentMinTemps().
Count(); tempIdx++)
 
   43            {
   44                m_MinTemps[tempIdx] = CfgGameplayHandler.GetEnvironmentMinTemps().Get(tempIdx);
 
   45            }
   46        }
   47 
   48        m_MaxTemps = {-3, -5, -3, -5, 9, 14, 16, 17, 14, 8, 1, -3}; 
 
   49        if (CfgGameplayHandler.GetEnvironmentMaxTemps() && CfgGameplayHandler.GetEnvironmentMaxTemps().Count() == 12)
   50        {
   51            for (tempIdx = 0; tempIdx < CfgGameplayHandler.GetEnvironmentMaxTemps().
Count(); tempIdx++)
 
   52            {
   53                m_MaxTemps[tempIdx] = CfgGameplayHandler.GetEnvironmentMaxTemps().Get(tempIdx);
 
   54            }
   55        }
   57        
   59        
   61        
   64        
   66        {
   67            m_Weather.SetDynVolFogHeightDensity( 1, 0 );
 
   71            m_Weather.GetOvercast().SetLimits(0.07, 1);
 
   72            
   74            {
   75                m_Weather.GetOvercast().Set(Math.RandomFloat(0,0.75),0,5); 
 
   77            }
   78            
   80        }
   81        
   82        
   83    }
override void CalculateVolFog(float lerpValue, float windMagnitude, float changeTime)
ref WorldDataWeatherSettings m_WeatherDefaultSettings
float m_TemperatureInsideBuildingsModifier
how many % of environment temperature can be lowered by clouds
ref TStringArray m_DefaultPlayerRestrictedAreas
int m_BadWeatherChance
weather related
float m_UniversalTemperatureSourceCapModifier
proto native CGame GetGame()