DayZ 1.30
DayZ Explorer by KGB
 
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◆ HandleFreezingProgression()

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

См. определение в файле 3_Game/DayZ/Entities/EntityAI.c строка 2541

2542 {
2543 float progressVal = m_FreezeThawProgress;
2544 float progressDelta = 1;
2545
2546 if (deltaHeat > 0)
2547 progressDelta = -1;
2548
2549 if (data.m_UpdateTimeInfo == -1)
2550 progressDelta = (-deltaHeat / GameConstants.TEMPERATURE_RATE_AVERAGE_ABS) * GameConstants.TEMPERATURE_FREEZETHAW_LEGACY_COEF; //reverse-calculate the progress if actual time is not available
2551 else
2552 progressDelta *= data.m_UpdateTimeInfo;
2553
2554 if (progressDelta == 0)
2555 return;
2556
2557 float changeTimeDefault;
2558 float changeTimeMin;
2559 float changeTime;
2560
2561 if (!m_IsFrozen)
2562 {
2563 changeTimeDefault = GetTemperatureFreezeTime();
2564 changeTimeMin = GameConstants.TEMPERATURE_TIME_FREEZE_MIN;
2565 }
2566 else
2567 {
2568 changeTimeDefault = GetTemperatureThawTime();
2569 changeTimeMin = GameConstants.TEMPERATURE_TIME_THAW_MIN;
2570 }
2571
2572 float coef = data.m_UpdateTimeCoef;
2573 if (deltaHeat < 0) //use cooling coef when freezing (mostly just to make sure)
2574 coef = GameConstants.TEMP_COEF_COOLING_GLOBAL;
2575
2576 if (coef != 0)
2577 changeTimeDefault *= 1/coef;
2578
2579 changeTime = Math.Lerp(Math.Max(changeTimeDefault,changeTimeMin),changeTimeMin,data.m_InterpolatedFraction);
2580 progressVal = progressVal + progressDelta / changeTime;
2581
2582 float remnantTemp = 0;
2583 if (!m_IsFrozen && progressVal >= 1)
2584 {
2585 SetFrozen(true);
2586 if (progressVal > 1.0)
2587 {
2588 if (data.m_UpdateTimeInfo == -1)
2589 remnantTemp = (progressVal - 1) * changeTime * GameConstants.TEMPERATURE_RATE_AVERAGE_ABS * -1;
2590 else
2591 remnantTemp = (((progressVal - 1) * changeTime) / progressDelta) * deltaHeat;
2592 }
2593 }
2594 else if (m_IsFrozen && progressVal <= 0)
2595 {
2596 SetFrozen(false);
2597 if (progressVal < 0.0)
2598 {
2599 if (data.m_UpdateTimeInfo == -1)
2600 remnantTemp = -progressVal * changeTime * GameConstants.TEMPERATURE_RATE_AVERAGE_ABS;
2601 else
2602 remnantTemp = ((-progressVal * changeTime) / progressDelta) * deltaHeat;
2603 }
2604 }
2605 else
2606 {
2607 if ((progressDelta < 0 && !m_IsFrozen) || (progressDelta > 0 && m_IsFrozen))
2608 progressVal = (progressDelta * GameConstants.TEMPERATURE_FREEZETHAW_ACCELERATION_COEF) / changeTime + m_FreezeThawProgress;
2609
2610 SetFreezeThawProgress(Math.Clamp(progressVal,0,1));
2611 }
2612
2613 if (remnantTemp >= GameConstants.TEMPERATURE_SENSITIVITY_THRESHOLD)//discards tiny values
2614 SetTemperatureDirect(GetTemperature() + remnantTemp);
2615
2616 #ifdef DEVELOPER
2617 if (progressVal > 0 && progressVal < 1)
2618 {
2619 m_LastFTChangeTime = changeTime;
2620 if (!m_IsFrozen)
2621 m_PresumedTimeRemaining = (1 - progressVal) * changeTime;
2622 else
2623 m_PresumedTimeRemaining = progressVal * changeTime;
2624 }
2625 #endif
2626 }
float GetTemperatureFreezeTime()
void SetFrozen(bool frozen)
void SetFreezeThawProgress(float val)
0->1 when freezing, 1->0 when thawing
bool m_IsFrozen
float GetTemperatureThawTime()
float GetTemperature()
float m_FreezeThawProgress
void SetTemperatureDirect(float value, bool allow_client=false)
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().