3914 {
3915
3916 if (
g_Game.IsWorldWetTempUpdateEnabled())
3917 {
3919 {
3920 float target =
g_Game.GetMission().GetWorldData().GetBaseEnvTemperatureAtObject(
this);
3922 {
3923 float heatPermCoef = 1.0;
3925 while (ent)
3926 {
3927 heatPermCoef *= ent.GetHeatPermeabilityCoef();
3928 ent = ent.GetHierarchyParent();
3929 }
3930
3932 }
3933 }
3934 }
3935 }
void SetTemperatureEx(TemperatureData data)
sets temperature, handles base overheating and freezing state progression logics
void EntityAI()
cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)
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