3879 {
3880
3881 if (
g_Game.IsWorldWetTempUpdateEnabled())
3882 {
3884 {
3885 float target =
g_Game.GetMission().GetWorldData().GetBaseEnvTemperatureAtObject(
this);
3887 {
3888 float heatPermCoef = 1.0;
3890 while (ent)
3891 {
3892 heatPermCoef *= ent.GetHeatPermeabilityCoef();
3893 ent = ent.GetHierarchyParent();
3894 }
3895
3897 }
3898 }
3899 }
3900 }
void SetTemperatureEx(TemperatureData data)
sets temperature, handles base overheating and freezing state progression logics
void EntityAI()
cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)
float m_ElapsedSinceLastUpdate
bool CanHaveTemperature()
returns true used on selected items that have a temperature effect and can processes temperature chan...
proto native EntityAI GetHierarchyRoot()
Returns root of current hierarchy (for example: if this entity is in Backpack on gnd,...
bool IsSelfAdjustingTemperature()
bool IsFreezeThawProgressFinished()
on server only