DayZ 1.27
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◆ HandleFreezingProgression()

void Entity::HandleFreezingProgression ( float deltaHeat,
TemperatureData data )
inlineprotected

См. определение в файле EntityAI.c строка 2510

2511 {
2512 float progressVal = m_FreezeThawProgress;
2513 float progressDelta = 1;
2514
2515 if (deltaHeat > 0)
2516 progressDelta = -1;
2517
2518 if (data.m_UpdateTimeInfo == -1)
2519 progressDelta = (-deltaHeat / GameConstants.TEMPERATURE_RATE_AVERAGE_ABS) * GameConstants.TEMPERATURE_FREEZETHAW_LEGACY_COEF; //reverse-calculate the progress if actual time is not available
2520 else
2521 progressDelta *= data.m_UpdateTimeInfo;
2522
2523 if (progressDelta == 0)
2524 return;
2525
2526 float changeTimeDefault;
2527 float changeTimeMin;
2528 float changeTime;
2529
2530 if (!m_IsFrozen)
2531 {
2532 changeTimeDefault = GetTemperatureFreezeTime();
2533 changeTimeMin = GameConstants.TEMPERATURE_TIME_FREEZE_MIN;
2534 }
2535 else
2536 {
2537 changeTimeDefault = GetTemperatureThawTime();
2538 changeTimeMin = GameConstants.TEMPERATURE_TIME_THAW_MIN;
2539 }
2540
2541 float coef = data.m_UpdateTimeCoef;
2542 if (deltaHeat < 0) //use cooling coef when freezing (mostly just to make sure)
2543 coef = GameConstants.TEMP_COEF_COOLING_GLOBAL;
2544
2545 if (coef != 0)
2546 changeTimeDefault *= 1/coef;
2547
2548 changeTime = Math.Lerp(Math.Max(changeTimeDefault,changeTimeMin),changeTimeMin,data.m_InterpolatedFraction);
2549 progressVal = progressVal + progressDelta / changeTime;
2550
2551 float remnantTemp = 0;
2552 if (!m_IsFrozen && progressVal >= 1)
2553 {
2554 SetFrozen(true);
2555 if (progressVal > 1.0)
2556 {
2557 if (data.m_UpdateTimeInfo == -1)
2558 remnantTemp = (progressVal - 1) * changeTime * GameConstants.TEMPERATURE_RATE_AVERAGE_ABS * -1;
2559 else
2560 remnantTemp = (((progressVal - 1) * changeTime) / progressDelta) * deltaHeat;
2561 }
2562 }
2563 else if (m_IsFrozen && progressVal <= 0)
2564 {
2565 SetFrozen(false);
2566 if (progressVal < 0.0)
2567 {
2568 if (data.m_UpdateTimeInfo == -1)
2569 remnantTemp = -progressVal * changeTime * GameConstants.TEMPERATURE_RATE_AVERAGE_ABS;
2570 else
2571 remnantTemp = ((-progressVal * changeTime) / progressDelta) * deltaHeat;
2572 }
2573 }
2574 else
2575 {
2576 if ((progressDelta < 0 && !m_IsFrozen) || (progressDelta > 0 && m_IsFrozen))
2577 progressVal = (progressDelta * GameConstants.TEMPERATURE_FREEZETHAW_ACCELERATION_COEF) / changeTime + m_FreezeThawProgress;
2578
2579 SetFreezeThawProgress(Math.Clamp(progressVal,0,1));
2580 }
2581
2582 if (remnantTemp >= GameConstants.TEMPERATURE_SENSITIVITY_THRESHOLD)//discards tiny values
2583 SetTemperatureDirect(GetTemperature() + remnantTemp);
2584
2585 #ifdef DEVELOPER
2586 if (progressVal > 0 && progressVal < 1)
2587 {
2588 m_LastFTChangeTime = changeTime;
2589 if (!m_IsFrozen)
2590 m_PresumedTimeRemaining = (1 - progressVal) * changeTime;
2591 else
2592 m_PresumedTimeRemaining = progressVal * changeTime;
2593 }
2594 #endif
2595 }
float GetTemperatureFreezeTime()
Определения EntityAI.c:2456
void SetFrozen(bool frozen)
Определения EntityAI.c:2494
void SetFreezeThawProgress(float val)
0->1 when freezing, 1->0 when thawing
Определения EntityAI.c:2479
bool m_IsFrozen
Определения EntityAI.c:160
float GetTemperatureThawTime()
Определения EntityAI.c:2461
float GetTemperature()
Определения EntityAI.c:2411
float m_FreezeThawProgress
Определения EntityAI.c:162
void SetTemperatureDirect(float value, bool allow_client=false)
Определения EntityAI.c:2262
float m_InterpolatedFraction
Определения TemperatureData.c:12
float m_UpdateTimeInfo
Определения TemperatureData.c:7
float m_UpdateTimeCoef
Определения TemperatureData.c:8

Перекрестные ссылки Math::Clamp(), GetTemperature(), GetTemperatureFreezeTime(), GetTemperatureThawTime(), Math::Lerp(), m_FreezeThawProgress, TemperatureData::m_InterpolatedFraction, m_IsFrozen, TemperatureData::m_UpdateTimeCoef, TemperatureData::m_UpdateTimeInfo, Math::Max(), SetFreezeThawProgress(), SetFrozen(), SetTemperatureDirect(), GameConstants::TEMP_COEF_COOLING_GLOBAL, GameConstants::TEMPERATURE_FREEZETHAW_ACCELERATION_COEF, GameConstants::TEMPERATURE_FREEZETHAW_LEGACY_COEF, GameConstants::TEMPERATURE_RATE_AVERAGE_ABS, GameConstants::TEMPERATURE_SENSITIVITY_THRESHOLD, GameConstants::TEMPERATURE_TIME_FREEZE_MIN и GameConstants::TEMPERATURE_TIME_THAW_MIN.

Используется в SetTemperatureEx().