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()