DayZ 1.27
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◆ InitItemVariables()

void Entity::InitItemVariables ( )
inlineprivate

См. определение в файле EntityAI.c строка 248

249 {
250 m_VarTemperatureInit = ConfigGetFloat("varTemperatureInit");
251 m_VarTemperatureMin = ConfigGetFloat("varTemperatureMin");
252 m_VarTemperatureMax = ConfigGetFloat("varTemperatureMax");
253
254 if (ConfigIsExisting("varTemperatureFreezePoint"))
255 m_VarTemperatureFreezeThreshold = ConfigGetFloat("varTemperatureFreezePoint");
256 else
257 m_VarTemperatureFreezeThreshold = float.LOWEST;
258
259 if (ConfigIsExisting("varTemperatureThawPoint"))
260 m_VarTemperatureThawThreshold = ConfigGetFloat("varTemperatureThawPoint");
261 else
262 m_VarTemperatureThawThreshold = float.LOWEST;
263
264 m_VarTemperatureFreezeTime = Math.Clamp(ConfigGetFloat("varTemperatureFreezeTime"),1,float.MAX);
265 m_VarTemperatureThawTime = Math.Clamp(ConfigGetFloat("varTemperatureThawTime"),1,float.MAX);
266 if (ConfigIsExisting("varTemperatureOverheatTime"))
267 m_VarTemperatureOverheatTime = ConfigGetFloat("varTemperatureOverheatTime");
268 else
270
271 if (ConfigIsExisting("varHeatPermeabilityCoef"))
272 m_VarHeatPermeabilityCoef = ConfigGetFloat("varHeatPermeabilityCoef");
273 else
275
276 if (CanHaveTemperature())
277 {
279 RegisterNetSyncVariableBool("m_IsFrozen");
280
281 if (GetGame().IsServer())
282 m_TAC = new TemperatureAccessComponent(this);
283
284 if (!GetGame().IsMultiplayer() || GetGame().IsClient())
286 }
287 }
const int MAX
Определения EnConvert.c:27
float m_VarTemperatureFreezeTime
Определения EntityAI.c:153
ref TemperatureAccessComponent m_TAC
Определения EntityAI.c:158
float m_VarTemperatureThawThreshold
Определения EntityAI.c:152
proto native void RegisterNetSyncVariableFloat(string variableName, float minValue=0, float maxValue=0, int precision=1)
registers float variable synchronized over network
float m_VarHeatPermeabilityCoef
Определения EntityAI.c:156
proto native void RegisterNetSyncVariableBool(string variableName)
registers bool variable synchronized over network
float m_VarTemperatureInit
Определения EntityAI.c:148
float m_VarTemperatureMax
Определения EntityAI.c:150
float GetTemperatureMin()
Определения EntityAI.c:2421
bool CanHaveTemperature()
returns true used on selected items that have a temperature effect and can processes temperature chan...
Определения EntityAI.c:3796
float m_VarTemperatureThawTime
Определения EntityAI.c:154
float m_VarTemperatureOverheatTime
Определения EntityAI.c:155
float m_VarTemperatureMin
Определения EntityAI.c:149
float m_VarTemperatureFreezeThreshold
Определения EntityAI.c:151
float m_FreezeThawProgress
Определения EntityAI.c:162
float GetTemperatureMax()
Определения EntityAI.c:2426
proto native CGame GetGame()

Перекрестные ссылки CanHaveTemperature(), Math::Clamp(), GetGame(), GetTemperatureMax(), GetTemperatureMin(), m_FreezeThawProgress, m_TAC, m_VarHeatPermeabilityCoef, m_VarTemperatureFreezeThreshold, m_VarTemperatureFreezeTime, m_VarTemperatureInit, m_VarTemperatureMax, m_VarTemperatureMin, m_VarTemperatureOverheatTime, m_VarTemperatureThawThreshold, m_VarTemperatureThawTime, MAX, RegisterNetSyncVariableBool() и RegisterNetSyncVariableFloat().