3831 {
3832
3833 if (
g_Game.IsWorldWetTempUpdateEnabled())
3834 {
3836 {
3837 float target =
g_Game.GetMission().GetWorldData().GetBaseEnvTemperatureAtObject(
this);
3839 {
3840 float heatPermCoef = 1.0;
3842 while (ent)
3843 {
3844 heatPermCoef *= ent.GetHeatPermeabilityCoef();
3845 ent = ent.GetHierarchyParent();
3846 }
3847
3849 }
3850 }
3851 }
3852 }
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