DayZ 1.28
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3_Game/constants.c
См. документацию.
1
16
17enum VoiceLevel
18{
21 Shout
22}
23
24enum VoiceEffectType
25{
28 Obstruction
29}
30
31enum ObjIntersect
32{
37 None
38}
39
40enum RoadSurfaceDetection
41{
50}
51
53enum EffectWidgetsTypes
54{
55 ROOT = -2, //used when handling the m_Root widget directly
56 NONE = 0,
57
60
63
66
72
74}
75
76enum EffectWidgetHandles
77{
79}
80
81enum EffectWidgetSuspends
82{
85}
86
87class HitDirectionConstants
88{
89 const int ROTATION_DEFAULT = 0; //0 == random
90 const float DURATION_BASE = 2.0;
91 const float BREAKPOINT_BASE = 0.2;
92 const float DISTANCE_ADJUST = 0.0;
93 const float SCATTER = 10.0;
94 const int COLOR_DEFAULT = 0xffbb0a1e;
95}
96
103
104enum HitIndicatorType
105{
108 ARROW
109}
110
111enum EInputRestrictors
112{
114 MAP
115}
116
117enum EPollution // FLAG - 1,2,4,8...
118{
119 NONE = 0,
121 //POLLUTION2 = 2,
122 //POLLUTION3 = 4,
123}
124
126
129
135const int IDC_OK = 1;
136const int IDC_CANCEL = 2;
137const int IDC_RESTART = 5;
138
141
142const int IDC_MAIN_OPTIONS = 102;
143const int IDC_MAIN_MULTIPLAYER = 105;
144const int IDC_MAIN_QUIT = 106;
145const int IDC_MAIN_CONTINUE = 114;
146const int IDC_MAIN_TUTORIAL = 117;
147const int IDC_MAIN_PLAY = 142;
148const int IDC_MAIN_CHARACTER = 143;
149const int IDC_MAIN_ONLINE = 124;
150const int IDC_MAIN_FEEDBACK = 125;
151const int IDC_MULTI_REFRESH = 123;
152const int IDC_MULTI_INVITE = 126;
153
154const int IDC_BOOK_VIEWER_PREV = 102;
155const int IDC_BOOK_VIEWER_NEXT = 103;
156
158const int IDC_INT_RETRY = 105; //default respawn
159const int IDC_INT_RETRY_CUSTOM = 106; //custom respawn
160const int IDC_INT_EXIT = 107;
161//const int IDC_INT_RESPAWN = 108; //respawn dialogue
163
169
170const int MENU_ANY = 1;
171const int MENU_NONE = 2;
172const int MENU_LOC_ADD = 3;
173const int MENU_UNKNOWN = 4;
174const int MENU_CHARACTER = 5;
175const int MENU_CHAT = 6;
176const int MENU_EARLYACCESS = 7;
177const int MENU_SCENE_EDITOR = 8;
178const int MENU_INGAME = 9;
179const int MENU_INSPECT = 10;
180const int MENU_INVENTORY = 11;
181const int MENU_LOADING = 12;
182const int MENU_MAIN = 13;
183const int MENU_OPTIONS = 14;
184const int MENU_STARTUP = 15;
185const int MENU_SCRIPTCONSOLE = 16;
186const int MENU_CHAT_INPUT = 17;
189const int MENU_CONTROLS_PRESET = 20;
190const int MENU_NOTE = 21;
191const int MENU_MAP = 22;
192const int MENU_BOOK = 23;
193const int MENU_HELP_SCREEN = 24;
194const int MENU_GESTURES = 25;
195const int MENU_LOGOUT = 26;
196const int MENU_TITLE_SCREEN = 27;
197const int MENU_XBOX_CONTROLS = 28;
198const int MENU_RADIAL_QUICKBAR = 29;
199const int MENU_LOGIN_QUEUE = 30;
200const int MENU_SERVER_BROWSER = 31;
201const int MENU_CAMERA_TOOLS = 32;
202const int MENU_VIDEO = 33;
203const int MENU_KEYBINDINGS = 34;
204const int MENU_TUTORIAL = 35;
205const int MENU_CREDITS = 36;
206const int MENU_INVITE_TIMER = 37;
207const int MENU_LOGIN_TIME = 38;
211const int MENU_CONNECT_ERROR = 42;
214const int MENU_MISSION_LOADER = 45;
216
217
219
220const string CFG_VEHICLESPATH = "CfgVehicles";
221const string CFG_WEAPONSPATH = "CfgWeapons";
222const string CFG_MAGAZINESPATH = "CfgMagazines";
223const string CFG_AMMO = "CfgAmmo";
224const string CFG_WORLDS = "CfgWorlds";
225const string CFG_SURFACES = "CfgSurfaces";
226const string CFG_RECIPESPATH = "CfgRecipes";
227const string CFG_SOUND_SHADERS = "CfgSoundShaders";
228const string CFG_SOUND_SETS = "CfgSoundSets";
229const string CFG_NONAI_VEHICLES = "CfgNonAIVehicles";
230const string CFG_SOUND_TABLES = "CfgSoundTables";
231
233
239const int CFG_ARRAY_ITEMS_MAX = 64;
240const string CFG_FILE_FIXED_PROFILE = "Scripts/profile_fixed.cfg";
241const string CFG_FILE_USER_PROFILE = "$profile:profile.cfg";
242const string CFG_FILE_DEBUG_PROFILE = "debugProfile.cfg";
243const string CFG_FILE_EMOTES_PROFILE = "$profile:emotesProfile.cfg";
244const string CFG_FILE_SEARCH_HISTORY = "$profile:search_history.history";
245const string CFG_FILE_ENS_HISTORY = "script_enscript.history";
246const string CFG_FILE_ENS_HISTORY_SERVER = "script_enscriptServer.history";
247const string CFG_FILE_SCRIPT_LOG = "$profile:script.log";
248const string CFG_FILE_SCRIPT_LOG_EXT = "$profile:scriptExt.log";
249const string CFG_FILE_DEBUG_DIR = "$profile:ScriptConsole/";
250const string CFG_FILE_MISSION_LIST = "$profile:missionlist.json";
252
258/*
259const int RPC_SYNC_ITEM_VAR = 1;
260const int RPC_SYNC_STAT = 2;
261const int RPC_WRITE_NOTE = 3;
262const int RPC_SYNC_DISPLAY_STATUS = 4;
263const int RPC_RECIPE_SEND = 7;
264const int RPC_ON_SET_CAPTIVE = 8;
265const int RPC_SYNC_SCENE_OBJECT = 9;
266const int RPC_READ_A_BOOK = 10;
267const int RPC_USER_ACTION_PROMPT_SYNCH = 11;
268const int RPC_USER_ACTION_MESSAGE = 12;
269const int RPC_ITEM_DIAG = 13;
270const int RPC_ITEM_DIAG_CLOSE = 14;
271const int RPC_SET_OBJECT_POSITION = 15;
272const int RPC_USER_ACTION_MESSAGES = 16;
273const int RPC_ITEM_SPLIT = 17;
274const int RPC_ITEM_COMBINE = 18;
275const int RPC_PLAYER_STATES_ON = 19;
276const int RPC_PLAYER_STATES_OFF = 20;
277const int RPC_PLACING_DEBUG = 21;
278const int RPC_PLACING_START = 22;
279const int RPC_PLACING_STOP = 23;
280const int RPC_STAMINA = 25;
281const int RPC_DAMAGE_VALUE_SYNC = 26;
282const int RPC_USER_ACTION_PROMPT_PROGRESS = 27;
283const int RPC_PLACING_UPDATE = 28;
284const int RPC_USER_ACTION_PROMPT_CLEAN = 29;
285const int RPC_DISABLE_MODIFIERS = 30;
286const int RPC_KILL_PLAYER = 31;
287const int RPC_ENABLE_INVINCIBILITY = 32;
288const int RPC_ITEM_DEBUG_ACTIONS = 33;
289const int RPC_LOG_PLAYER_STATS = 34;
290const int RPC_EM_IS_PLUGGED = 35;
291const int RPC_EM_IS_UNPLUGGED = 36;
292*/
294
295
301/*
302const int DEV_RPC_SPAWN_GROUND_ITEM = 101;
303const int DEV_RPC_CLEAR_INV = 102;
304const int DEV_RPC_TELEPORT = 103;
305const int DEV_RPC_SET_PLAYER_DIRECTION = 104;
306const int DEV_RPC_SEND_SERVER_LOG = 105;
307const int DEV_RPC_STATS_DATA = 107;
308const int DEV_RPC_MODS_DATA = 108;
309const int DEV_RPC_AGENTS_DATA = 109;
310const int DEV_RPC_CREATE_SCENE_OBJECT = 110;
311const int DEV_RPC_SCENE_LOAD = 111;
312const int DEV_RPC_SPAWN_INV_ITEM = 112;
313const int DEV_RPC_SPAWN_ATTACHMENT_ITEM = 113;
314const int DEV_RPC_SPAWN_ITEM_ON_CURSOR = 114;
315*/
317
323 /*
324const int DEV_STATS_UPDATE = 1;
325const int DEV_MODS_UPDATE = 2;
326const int DEV_AGENTS_UPDATE = 3;
327 */
329
335const int NUM_OF_CHANNELS = 100;
336const int MSG_TEST_CHANNEL = 0;
338const int MSG_STATS_SYNCED = 2;
339const int MSG_NOTIFIERS_TICK = 3;
341
347const int MIN_TICK_MDFR_POOL_MAIN = 10000;//in ms
351const int MIN_TICK_NOTIFIERS = 1000;
353
359{
360 const int ID_EMOTE_GREETING = 1;
361 const int ID_EMOTE_SOS = 2; //FB
362 const int ID_EMOTE_HEART = 3;
363 const int ID_EMOTE_TAUNT = 4;
364 const int ID_EMOTE_LYINGDOWN = 5;
365 const int ID_EMOTE_TAUNTKISS = 6;
366 const int ID_EMOTE_FACEPALM = 7;
367 const int ID_EMOTE_TAUNTELBOW = 8;
368 const int ID_EMOTE_THUMB = 9;
369 const int ID_EMOTE_THROAT = 10;
370 const int ID_EMOTE_SUICIDE = 11; //FB
371 const int ID_EMOTE_DANCE = 12;
372 const int ID_EMOTE_CAMPFIRE = 13;
373 const int ID_EMOTE_SITA = 14;
374 const int ID_EMOTE_SITB = 15;
375 const int ID_EMOTE_THUMBDOWN = 16;
376
377 const int ID_EMOTE_DABBING = 32;
378 const int ID_EMOTE_TIMEOUT = 35;
379 const int ID_EMOTE_CLAP = 39;
380 const int ID_EMOTE_POINT = 40;
381 const int ID_EMOTE_SILENT = 43;
382 const int ID_EMOTE_SALUTE = 44;
383 const int ID_EMOTE_RPS = 45;
384 const int ID_EMOTE_WATCHING = 46;
385 const int ID_EMOTE_HOLD = 47;
386 const int ID_EMOTE_LISTENING = 48;
387 const int ID_EMOTE_POINTSELF = 49;
388 const int ID_EMOTE_LOOKATME = 50;
389 const int ID_EMOTE_TAUNTTHINK = 51;
390 const int ID_EMOTE_MOVE = 52;
391 const int ID_EMOTE_DOWN = 53;
392 const int ID_EMOTE_COME = 54;
393 const int ID_EMOTE_RPS_R = 55;
394 const int ID_EMOTE_RPS_P = 56;
395 const int ID_EMOTE_RPS_S = 57;
396 const int ID_EMOTE_NOD = 58;
397 const int ID_EMOTE_SHAKE = 59;
398 const int ID_EMOTE_SHRUG = 60;
399 const int ID_EMOTE_SURRENDER = 61;
400 const int ID_EMOTE_VOMIT = 62;
401 const int ID_EMOTE_DEBUG = 1000;
402
408 const int EMOTE_SUICIDE_DEATH = 1;
409 const int EMOTE_SUICIDE_BLEED = 2;
412}
413
415class SoundConstants
416{
417 const int ITEM_PLACE = 1;
418 const int ITEM_DEPLOY_LOOP = 2;
419 const int ITEM_DEPLOY = 3;
420 const int ITEM_FOLD_LOOP = 4;
421 const int ITEM_FOLD = 5;
422
423 const int ITEM_BARREL_OPEN = 20;
424 const int ITEM_BARREL_CLOSE = 21;
425 const int ITEM_TENT_OPEN = 22;
426 const int ITEM_TENT_CLOSE = 23;
427 const int ITEM_TENT_WINDOW_OPEN = 24;
429 const int ITEM_EXPLOSIVE_ARM = 26;
430 const int ITEM_EXPLOSIVE_DISARM = 27;
431 const int ITEM_KEY_BREAK = 28;
432}
433
439const float ITEMSGEN_TICK = 10; //in seconds
440const float ITEMSGEN_MIN_DISTANCE_TO_REPOSITION = 80; //in meters
441const float ITEMSGEN_SPAWN_DISTANCE = 60; //in meters
442const float ITEMSGEN_MAX_SPREAD = 15; //in meters
445
446
453const int SAT_CRAFTING = 2;
454const int SAT_DEBUG_ACTION = 3;
456
462const int UA_NONE = 0;
463const int UA_FAILED = 1;
464const int UA_PROCESSING = 2;
465const int UA_REPEAT = 3;
466const int UA_FINISHED = 4;
467const int UA_CANCEL = 5;
468const int UA_INTERRUPT = 6;
469const int UA_START = 7;
470const int UA_STARTT = 8;
471const int UA_CANCELT = 9;
472const int UA_FINISHEDT = 10;
473const int UA_ANIM_EVENT = 11;
474const int UA_INITIALIZE = 12;
475const int UA_CHECK_CON = 13;
476const int UA_AM_PENDING = 14;
477const int UA_AM_ACCEPTED = 15;
478const int UA_AM_REJECTED = 16;
479const int UA_IN_START = 17;
480const int UA_IN_END = 18;
481const int UA_SPAWN_DUST_A = 19;
482const int UA_SPAWN_DUST_B = 20;
483const int UA_IN_CRAFTING = 21;
484
485const int UA_ERROR = 24;
486
487const int UA_SETEND_2 = 32;
489
496const int AGT_NONE = 0;
497const int AGT_INV_IN = 1;
498const int AGT_INV_OUT = 2;
500const int AGT_TRANSFER_COPY = 4;
501const int AGT_UACTION_TOUCH = 5;
502const int AGT_WATER_POND = 6;
506const int AGT_ITEM_TO_FLESH = 10;
508const int AGT_SNOW = 12;
509const int AGT_WATER_FRESH = 13;
510const int AGT_WATER_HOT_SPRING = 14;
511
512const int DEF_BIOLOGICAL = 1;
513const int DEF_CHEMICAL = 2;
515
516const int QUANTITY_HIDDEN = 0;
517const int QUANTITY_COUNT = 1;
518const int QUANTITY_PROGRESS = 2;
519
520
521
527// BEWARE ALL INDIVIDUAL LIQUID TYPES ARE ALSO REPRESENTED CONFIG-SIDE AND MUST MATCH(all changes must be made on both sides)
528// NOTE ANY NUMBER HERE MUST BE A 0 OR ANY POWER OF TWO, THERE IS A MAXIMUM OF 32 INDIVIDUAL LIQUID TYPES POSSIBLE
529const int LIQUID_NONE = 0;
530
531const int LIQUID_BLOOD_0_P = 1;
532const int LIQUID_BLOOD_0_N = 2;
533const int LIQUID_BLOOD_A_P = 4;
534const int LIQUID_BLOOD_A_N = 8;
535const int LIQUID_BLOOD_B_P = 16;
536const int LIQUID_BLOOD_B_N = 32;
537const int LIQUID_BLOOD_AB_P = 64;
538const int LIQUID_BLOOD_AB_N = 128;
539const int LIQUID_SALINE = 256;
540
541const int LIQUID_WATER = 512; // base water liquid type, LIQUID_GROUP_DRINKWATER translates into this type within script
542const int LIQUID_RIVERWATER = 1024; // unused? river surfaces are using FRESHWATER
543const int LIQUID_VODKA = 2048;
544const int LIQUID_BEER = 4096;
545const int LIQUID_GASOLINE = 8192;
546const int LIQUID_DIESEL = 16384;
547const int LIQUID_DISINFECTANT = 32768;
548const int LIQUID_SOLUTION = 65536;
549const int LIQUID_SNOW = 131072;
550const int LIQUID_SALTWATER = 262144;
551const int LIQUID_FRESHWATER = 524288; // used by river/pond surfaces
552const int LIQUID_STILLWATER = 1048576; // used for unfishable surfaces
553const int LIQUID_HOTWATER = 2097152; // hot springs
554const int LIQUID_CLEANWATER = 4194304; // clean water from wells / rain
555
558
559// these are groups which do not have to correspond with configs
560const int GROUP_LIQUID_BLOOD = 255;
561const int GROUP_LIQUID_ALL = -1;//-1 = all bits to 1
563
569const float LIQUID_THROUGHPUT_TINY = 0.1;
575const float LIQUID_THROUGHPUT_WELL = 15.0;
576const float LIQUID_THROUGHPUT_BARREL = 100.0;
577
579
585const string SYSTEM_CHAT_MSG = "system_chat_msg";
586const string GLOBAL_CHAT_MSG = "global_chat_msg";
587const string DIRECT_CHAT_MSG = "direct_chat_msg";
588const string VEHICLE_CHAT_MSG = "vehicle_chat_msg";
589const string RADIO_CHAT_MSG = "radio_chat_msg";
590const string GAME_CHAT_MSG = "game_chat_msg";
591const string ADMIN_CHAT_MSG = "admin_chat_msg";
592const string PLAYER_CHAT_MSG = "player_chat_msg";
594
600const string SHOW_QUICKBAR = "show_quickbar";
601const string SHOW_HUD = "show_hud";
602const string SHOW_HUD_VEHICLE = "show_hud_vehicle";
603const string HUD_BRIGHTNESS = "hud_brightness";
604const string ENABLE_BLEEDINGINDICATION = "enable_bleedingindication";
605const string SHOW_CONNECTIVITYINFO = "show_connectivityinfo";
606//const string SHOW_HUD_AUTOHIDE = "hud_autohide";
607const string SHOW_CROSSHAIR = "show_crosshair";
608const string SHOW_SERVERINFO = "show_serverinfo";
610
611const string OPTIONS_SOUND_AMBIENT_SOUND_MODE = "ambient_sound_mode";
612
618const string LOCK_SPRINT = "lock_sprint";
619const string LOCK_FREELOOK = "lock_freelook";
620const string LOCK_ZOOM = "lock_zoom";
622
628const int VARIABLE_QUANTITY = 1;
629const int VARIABLE_ENERGY = 2;
631const int VARIABLE_WET = 8;
632const int VARIABLE_LIQUIDTYPE = 16;
633const int VARIABLE_ISLIT = 32;
634const int VARIABLE_COLOR = 64;
635const int VARIABLE_CLEANNESS = 128;
637
638const float CRAFTING_TIME_UNIT_SIZE = 4.0;// time unit size for crafting, this value is multiplied by the length given by a recipe
639
640const float PROJECTED_CURSOR_DISTANCE = 5;//how long is the raycast from the weapon for projected cursor
641
642
646
648const float MELEE_ITEM_DAMAGE = 0.35;
649
650const int HAIR_SELECTION_COUNT = 45;
654const int INPUT_EXCLUDE_ALL = 0;
658const int INPUT_EXCLUDE_MAP = 4;
659
661{
667 // unit = currently percent (stamina max is 100)
668 const int STAMINA_DRAIN_STANDING_SPRINT_PER_SEC = 4; //in units (how much sprint depletes stamina)
669 const int STAMINA_DRAIN_CROUCHED_SPRINT_PER_SEC = 1; //in units (how much sprint in crouch depletes stamina)
670 const int STAMINA_DRAIN_PRONE_SPRINT_PER_SEC = 3; //in units (how much sprint in prone depletes stamina)
671 const int STAMINA_DRAIN_SWIM_FAST_PER_SEC = 5; //in units (how much fast swimming depletes stamina)
672 const int STAMINA_DRAIN_LADDER_FAST_PER_SEC = 8; //in units (how much fast ladder climb depletes stamina)
673
674 const float STAMINA_DRAIN_HOLD_BREATH_START = 0.2; //in units (how much holding breath depletes stamina at the start)
675 const float STAMINA_DRAIN_HOLD_BREATH_END = 1.0; //in units (how much holding breath depletes stamina at the end)
676 const float STAMINA_DRAIN_JUMP = 25; // in units (how much jumping depletes stamina)
677 const float STAMINA_DRAIN_VAULT = 20; // in units (how much jumping depletes stamina)
678 const float STAMINA_DRAIN_CLIMB = 42; // in units (how much jumping depletes stamina)
679 const float STAMINA_DRAIN_MELEE_LIGHT = 5; //in units (how much light melee punch depletes stamina)
680 const float STAMINA_DRAIN_MELEE_HEAVY = 25; //in units (how much heavy melee punch depletes stamina)
681 const float STAMINA_DRAIN_MELEE_EVADE = 8; // in units (how much evade depletes stamina)
682 const float STAMINA_DRAIN_ROLL = 5; // in units (how much roll depletes stamina)
683
684 const float STAMINA_DRAIN_HOLD_BREATH_DURATION = 5.0; //in seconds, time it takes to increase stamina drain from STAMINA_DRAIN_HOLD_BREATH_START to STAMINA_DRAIN_HOLD_BREATH_END
685 const float STAMINA_DRAIN_HOLD_BREATH_EXPONENT = 3; //holding breath exponent
686
687 const int STAMINA_GAIN_JOG_PER_SEC = 2; //in units (how much of stamina units is gained while jogging)
688 const int STAMINA_GAIN_WALK_PER_SEC = 4; //in units (how much of stamina units is gained while walking)
689 const int STAMINA_GAIN_IDLE_PER_SEC = 5; //in units (how much of stamina units is gained while iddling)
690 const int STAMINA_GAIN_SWIM_PER_SEC = 1; //in units (how much of stamina units is gained while slowly swim)
691 const int STAMINA_GAIN_LADDER_PER_SEC = 1; //in units (how much of stamina units is gained while slowly swim)
692 const int STAMINA_GAIN_ROLL_PER_SEC = 0; //in units (how much of stamina units is gained while rolling)
693 const float STAMINA_GAIN_BONUS_CAP = 3.0; //in units (tells how much extra units can be added at best to stamina regain)
694
695 const float STAMINA_KG_TO_STAMINAPERCENT_PENALTY = 1.75; //in units (by how many units is max stamina bar reduced for each 1 kg of load weight)
696 const float STAMINA_MIN_CAP = 5; //in units (overload won't reduce max stamina bar under this value)
697 const float STAMINA_HOLD_BREATH_THRESHOLD_ACTIVATE = 10; // in units
698 const float STAMINA_HOLD_BREATH_THRESHOLD_DRAIN = 0; // in units
699 const float STAMINA_JUMP_THRESHOLD = 25; // in units
700 const float STAMINA_VAULT_THRESHOLD = 20; // in units
701 const float STAMINA_CLIMB_THRESHOLD = 42; // in units
702 const float STAMINA_ROLL_THRESHOLD = 5; // in units
703
704
705 const float STAMINA_MELEE_HEAVY_THRESHOLD = STAMINA_DRAIN_MELEE_HEAVY; // in units (how many units we need to make a heavy hit in melee)
706 const float STAMINA_MELEE_EVADE_THRESHOLD = 8; // in units
707 const float STAMINA_REGEN_COOLDOWN_DEPLETION = 0.45; // in secs (how much time we will spend in cooldown before the stamina will starts with regeneration)
710 const float STAMINA_KG_TO_GRAMS = 1000; //for kg to g conversion
711 const float STAMINA_SYNC_RATE = 0.5; //in secs
712 const float STAMINA_MAX = 100;
714
720 const float ENVIRO_TICK_RATE = 3;
722 const float ENVIRO_TICK_ROOF_RC_CHECK = 10;
723 const float ENVIRO_WET_INCREMENT = 0.01;
724 const float ENVIRO_DRY_INCREMENT = 0.00005;
725 const float ENVIRO_SUN_INCREMENT = 0.002;
726 const float ENVIRO_FIRE_INCREMENT = 23.5;
727 const float ENVIRO_CLOUD_DRY_EFFECT = 0.7;
728 const float ENVIRO_FOG_DRY_EFFECT = 0.9;
729 const float ENVIRO_FOG_TEMP_EFFECT = -2;
730 const float ENVIRO_WET_PENALTY = 0.5;
731 const float ENVIRO_WET_PASSTHROUGH_COEF = 0.1;
732 const float ENVIRO_DEFAULT_ENTITY_HEAT = 2.5;
736 const float ENVIRO_WIND_EFFECT = 0.25;
737 const float ENVIRO_HIGH_NOON = 12;
738
740
741 static const float ENVIRO_HEATCOMFORT_HEADGEAR_WEIGHT = 0.05;
742 static const float ENVIRO_HEATCOMFORT_MASK_WEIGHT = 0.05;
743 static const float ENVIRO_HEATCOMFORT_VEST_WEIGHT = 0.04;
744 static const float ENVIRO_HEATCOMFORT_BODY_WEIGHT = 0.12;
745 static const float ENVIRO_HEATCOMFORT_BACK_WEIGHT = 0.03;
746 static const float ENVIRO_HEATCOMFORT_GLOVES_WEIGHT = 0.04;
747 static const float ENVIRO_HEATCOMFORT_LEGS_WEIGHT = 0.12;
748 static const float ENVIRO_HEATCOMFORT_FEET_WEIGHT = 0.06;
749 static const float ENVIRO_HEATCOMFORT_HIPS_WEIGHT = 0.00;
752
753 const float ENVIRO_STOMACH_WEIGHT = 0.2;
754 const float ENVIRO_LOW_TEMP_LIMIT = -20;
755 const float ENVIRO_HIGH_TEMP_LIMIT = 70;
756 const float ENVIRO_PLAYER_COMFORT_TEMP = 24;
763
766 {1.0, 1.0}, // not used now
767 {1.82, 4.0},
768 {0.8, 1.6},
769 {1.0, 1.0}, // not used now
770 };
771
784
786
789
792 const float COLD_AREA_DIG_WORMS_MODIF = 1.5;
793
794 const float ENVIRO_WIND_EFFECT_SLOPE = -35.0;
795 const float ENVIRO_WIND_CHILL_LIMIT = 30.0;
796
797 const float ENVIRO_SNOW_WET_COEF = 0.1;
798
799 // --
802
805
807
809
811
817
819 const bool VEHICLE_FLIP_WHEELS_LIMITED = true;
821
827 const int CARS_FLUIDS_TICK = 1;
828 const int CARS_LEAK_TICK_MIN = 0.02;
829 const int CARS_LEAK_TICK_MAX = 0.05;
830 const int CARS_LEAK_THRESHOLD = 0.5;
832
838 const float CARS_CONTACT_DMG_THRESHOLD = 750.0;
839 const float CARS_CONTACT_DMG_MIN = 150.0;
840 const float CARS_CONTACT_DMG_KILLCREW = 1200.0;
842
848 const int STATE_RUINED = 4;
849 const int STATE_BADLY_DAMAGED = 3;
850 const int STATE_DAMAGED = 2;
851 const int STATE_WORN = 1;
852 const int STATE_PRISTINE = 0;
854
860 const float DAMAGE_PRISTINE_VALUE = 1.0;
861 const float DAMAGE_WORN_VALUE = 0.7;
862 const float DAMAGE_DAMAGED_VALUE = 0.5;
863 const float DAMAGE_BADLY_DAMAGED_VALUE = 0.3;
864 const float DAMAGE_RUINED_VALUE = 0.0;
866
872 const float STATE_DRENCHED = 0.8;
873 const float STATE_SOAKING_WET = 0.5;
874 const float STATE_WET = 0.25;
875 const float STATE_DAMP = 0.05;
876 const float STATE_DRY = 0;
878
884 const int STATE_HOT_LVL_FOUR = 600;
885 const int STATE_HOT_LVL_THREE = 250;
886 const int STATE_HOT_LVL_TWO = 70;
887 const int STATE_HOT_LVL_ONE = 35;
888 const int STATE_NEUTRAL_TEMP = 15;
889 const int STATE_COLD_LVL_ONE = 3;
890 const int STATE_COLD_LVL_TWO = -10;
891 const int STATE_COLD_LVL_THREE = -50;
892 const int STATE_COLD_LVL_FOUR = -100;
894
900 const float WEIGHT_DRENCHED = 2.0;
901 const float WEIGHT_SOAKING_WET = 1.66;
902 const float WEIGHT_WET = 1.33;
903 const float WEIGHT_DAMP = 1.0;
904 const float WEIGHT_DRY = 1.0;
906
907 const int OPTICS_STATE_DAY = 0; //default state for most optics
909 //const int OPTICS_STATE_OTHER = 2;
910
911 const float WETNESS_RATE_WETTING_INSIDE = 0.0020;
912 const float WETNESS_RATE_WETTING_LIQUID = 0.015;
913 const float WETNESS_RATE_DRYING_INSIDE = -0.0016;
914 const float WETNESS_RATE_DRYING_GROUND = -0.0008;
915
921
922 static const float TEMPERATURE_RATE_AVERAGE_ABS = 0.17; // °C/s
924 //static const float TEMPERATURE_INTERPOLATION_EXPONENT_MAX = 3.0;
925 static const float TEMPERATURE_INTERPOLATION_THRESHOLD_MIN_ABS = 1.0; //difference in current - target temperatures
926 static const float TEMPERATURE_INTERPOLATION_THRESHOLD_MAX_ABS = 300.0; //difference in current - target temperatures
927
928 static const float TEMPERATURE_FREEZETHAW_LEGACY_COEF = 0.2; //artificially lowers the freeze/thaw progression on reverse-calculated time values
929 static const float TEMPERATURE_FREEZETHAW_ACCELERATION_COEF = 20.0; //accelerates 'lowering' of the FT progress in the oposite direction
930
931 static const float TEMPERATURE_TIME_OVERHEAT_MIN = 180; //minimal time in seconds to overheat any overheatable entity
932 static const float TEMPERATURE_TIME_FREEZE_MIN = 120; //minimal time in seconds to freeze entity
933 static const float TEMPERATURE_TIME_THAW_MIN = 120; //minimal time in seconds to thaw entity
934
935 static const float TEMPERATURE_FREEZE_TIME_COEF_DRIED = 0.25;
936 static const float TEMPERATURE_FREEZE_TIME_COEF_BURNED = 0.25;
937 static const float TEMPERATURE_THAW_TIME_COEF_BURNED = 0.25;
938 static const float TEMPERATURE_THAW_TIME_COEF_DRIED = 0.25;
939
940 static const float TEMPERATURE_SENSITIVITY_THRESHOLD = 0.1; //changes lower than this will usually not be processed (absolute)
941
942 const float TEMP_COEF_WORLD = 1; //entities on the ground
943 const float TEMP_COEF_INVENTORY = 1;
946 const float TEMP_COEF_GAS_STOVE = 1.0;
947 const float TEMP_COEF_UTS = 6.0; //universal temperature sources
948 const float TEMP_COEF_COOKING_DEFAULT = 2.0;
949 const float TEMP_COEF_COOLING_GLOBAL = 1.0; //one universal coef for item cooling
950 const float TEMP_COEF_SWIMMING = 5.0; //speed of change for items in player's inventory during swimming
951
952
953 const float HEATISO_THRESHOLD_BAD = 0.2;
954 const float HEATISO_THRESHOLD_LOW = 0.4;
955 const float HEATISO_THRESHOLD_MEDIUM = 0.6;
956 const float HEATISO_THRESHOLD_HIGH = 0.8;
957
958 //Deprecated temperature constants
959 const float TEMP_COEF_COOKING_CATCHUP = 3.0; //DEPRECEATED, heating of child items that are below minimal cooking temperature (catching up)
961
967 const int BAREL_LIME_PER_PELT = 100; //grams per pelt
968 const int BAREL_BLEACH_PER_CLOTH = 50; //ml per item
969 const float BAREL_LIME_PER_PLANT = 50; //grams per gram
971
976
978 const float DZPLAYER_CAMERA_FOV_EYEZOOM = 0.3926; // 45deg
979 const float DZPLAYER_CAMERA_FOV_EYEZOOM_SHALLOW = 0.610865; // 70deg
980 const float DZPLAYER_CAMERA_FOV_IRONSIGHTS = 0.5236; // 60deg
981
982 const string DEFAULT_CHARACTER_NAME = "#str_cfgvehicles_survivor0"; //experiment, used to be "Survivor"
983
985
986 const float CLEAN_UNRESTRAIN_DAMAGE = 10;
987
991 const int CAMERA_SHAKE_ARTILLERY_DISTANCE2 = 40000; // Square distance used for distance check
992
994 const float MINING_WOOD_FAST = 2.0;
995 const float MINING_WOOD_MEDIUM = 2.0;
996 const float MINING_WOOD_SLOW = 3.0;
997
1002
1006
1010
1011 const float ROOF_CHECK_RAYCAST_DIST = 20.0;
1012
1015 const float LOADING_SCREEN_HINT_INTERVAL = 14;//the time that elapses before a hint is switched during loading in screens that support hint switching
1016 const float LOADING_SCREEN_HINT_INTERVAL_MIN = 8;//the minimum time that needs to remain on the count-down counter for a hint to still be changed based on the 'LOADING_SCREEN_HINT_INTERVAL'(prevents last moment hint update where the player has no time to read it)
1017
1018
1023 const int REFRESHER_MAX_DURATION_DEFAULT = 3600 * 24 * 40; //max duration of refresher in seconds - 40 days (+ 5 days final refresh )
1024 const int REFRESHER_FREQUENCY_DEFAULT = 3600 * 24 * 5; //frequency of lifetime refreshes/refresher time decreases - 5 days
1025 const float REFRESHER_RADIUS = 60; //meters
1026 // lifetime of refresher itself is in db (3600 * 24 * 7 = 604800 )
1027
1028 const float SALMONELLA_RETENTION_PREDATOR = 0.6; //60% chance cooked predator meat will retain salmonella
1029
1034 const float DECAY_FOOD_RAW_MEAT = 21600;
1035 const float DECAY_FOOD_RAW_CORPSE = 32400;
1036 const float DECAY_FOOD_RAW_FRVG = 43200;
1037 const float DECAY_FOOD_BOILED_MEAT = 259200;
1038 const float DECAY_FOOD_BOILED_FRVG = 172800;
1039 const float DECAY_FOOD_BAKED_MEAT = 345600;
1040 const float DECAY_FOOD_BAKED_FRVG = 259200;
1041 const float DECAY_FOOD_DRIED_MEAT = 691200;
1042 const float DECAY_FOOD_CAN_OPEN = 172800;
1045 const float DECAY_RATE_ON_PLAYER = 2.5;
1046
1047 const int RESPAWN_MODE_CUSTOM = 0;
1048 const int RESPAWN_MODE_RANDOM = 1;
1049
1054 const int INVENTORY_ENTITY_DROP_OVERLAP_DEPTH = 2; // How deep should it go looking for a free spot to drop an entity
1060
1061 //----------------------------------------------------------
1062 // AI
1063 //----------------------------------------------------------
1064
1065 const float AI_ATTACKSPEED = 1.5;
1066 const float AI_MAX_BLOCKABLE_ANGLE = 60; // The angle under which an infected must be relative to player to be blockable
1067 const float AI_CONTAMINATION_DMG_PER_SEC = 3; // The amount of damage AI agents take per contaminated area damage event
1068
1069 /*
1070 Noise multiplier works with a 0-1 value which is then multiplied by noise levels. Noise reduction is a value in 0-1 range depending on phenomenon intensity.
1071 noise = (NoiseMultiplier - NoiseReduction) * NOISE_LEVEL_MAX
1072
1073 Reduction is substracted from multiplier before the noise conversion happens, meaning that if:
1074 RAIN_NOISE_REDUCTION_WEIGHT == 1 && rain instensity == 1, any noise would be reduced to 0
1075 RAIN_NOISE_REDUCTION_WEIGHT == 0.5, max possible reduction of noise would be by half
1076
1077 In case of multiple phenomenons happening at the same time, the noise reduction does not stack and the stronger one is picked for calculation
1078 */
1081
1082 //----------------------------------------------------------
1083 // MELEE
1084 //----------------------------------------------------------
1085
1086 const float PVP_MAX_BLOCKABLE_ANGLE = 60; // The angle under which a Player must be relative to player to be blockable
1087
1094
1097
1100 const float ENVIRO_CLOUDS_TEMP_EFFECT = 0.35;
1103
1104 const float ENVIRO_PLAYER_HEATBUFFER_TICK = 0.011;
1105
1109}
1110
1112const string CFG_FILE_ADDITIONAL_INFO= "$profile:serverInfo.cfg";
VIRTUAL_HUD_UPDATE_INTERVAL
how often virtual hud checks if there is a difference since last sync
@ MAP
Определения BiosLobbyService.c:16
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
const int AGT_UACTION_CONSUME
Определения 3_Game/constants.c:499
const int AGT_WATER_FRESH
Определения 3_Game/constants.c:509
const int AGT_ITEM_TO_FLESH
Определения 3_Game/constants.c:506
const int AGT_UACTION_TOUCH
Определения 3_Game/constants.c:501
const int DEF_BIOLOGICAL
Определения 3_Game/constants.c:512
const int DEF_CHEMICAL
Определения 3_Game/constants.c:513
const int AGT_AIRBOURNE_BIOLOGICAL
Определения 3_Game/constants.c:503
const int AGT_NONE
Определения 3_Game/constants.c:496
const int AGT_TRANSFER_COPY
Определения 3_Game/constants.c:500
const int AGT_WATER_HOT_SPRING
Определения 3_Game/constants.c:510
const int AGT_WATER_POND
Определения 3_Game/constants.c:502
const int AGT_INV_OUT
Определения 3_Game/constants.c:498
const int AGT_UACTION_TO_PLAYER
Определения 3_Game/constants.c:504
const int AGT_AIRBOURNE_CHEMICAL
Определения 3_Game/constants.c:507
const int AGT_UACTION_TO_ITEM
Определения 3_Game/constants.c:505
const int AGT_SNOW
Определения 3_Game/constants.c:508
const int AGT_INV_IN
Определения 3_Game/constants.c:497
const int BAREL_BLEACH_PER_CLOTH
Определения 3_Game/constants.c:968
const int BAREL_LIME_PER_PELT
Определения 3_Game/constants.c:967
const float BAREL_LIME_PER_PLANT
Определения 3_Game/constants.c:969
const int CFG_ARRAY_ITEMS_MAX
Определения 3_Game/constants.c:239
const string CFG_FILE_DEBUG_PROFILE
Определения 3_Game/constants.c:242
const string CFG_FILE_SEARCH_HISTORY
Определения 3_Game/constants.c:244
const string CFG_FILE_MISSION_LIST
Определения 3_Game/constants.c:250
const string CFG_FILE_FIXED_PROFILE
Определения 3_Game/constants.c:240
const string CFG_FILE_SCRIPT_LOG_EXT
Определения 3_Game/constants.c:248
const string CFG_FILE_DEBUG_DIR
Определения 3_Game/constants.c:249
const string CFG_FILE_EMOTES_PROFILE
Определения 3_Game/constants.c:243
const string CFG_FILE_USER_PROFILE
Определения 3_Game/constants.c:241
const string CFG_FILE_ENS_HISTORY_SERVER
Определения 3_Game/constants.c:246
const string CFG_FILE_SCRIPT_LOG
Определения 3_Game/constants.c:247
const string CFG_FILE_ENS_HISTORY
Определения 3_Game/constants.c:245
@ None
Определения EnWorld.c:73
const float CARS_CONTACT_DMG_THRESHOLD
Определения 3_Game/constants.c:838
const float CARS_CONTACT_DMG_MIN
Определения 3_Game/constants.c:839
const float CARS_CONTACT_DMG_KILLCREW
Определения 3_Game/constants.c:840
const int CARS_LEAK_TICK_MIN
Определения 3_Game/constants.c:828
const int CARS_LEAK_THRESHOLD
Определения 3_Game/constants.c:830
const int CARS_LEAK_TICK_MAX
Определения 3_Game/constants.c:829
const int CARS_FLUIDS_TICK
Определения 3_Game/constants.c:827
const string GAME_CHAT_MSG
Определения 3_Game/constants.c:590
const string VEHICLE_CHAT_MSG
Определения 3_Game/constants.c:588
const string SYSTEM_CHAT_MSG
Определения 3_Game/constants.c:585
const string GLOBAL_CHAT_MSG
Определения 3_Game/constants.c:586
const string RADIO_CHAT_MSG
Определения 3_Game/constants.c:589
const string PLAYER_CHAT_MSG
Определения 3_Game/constants.c:592
const string DIRECT_CHAT_MSG
Определения 3_Game/constants.c:587
const string ADMIN_CHAT_MSG
Определения 3_Game/constants.c:591
enum ChatChannelType Whisper
VoiceLevelWhisper.
enum ChatChannelType PUMPKIN_OCCLUDER
enum ChatChannelType MASK_BREATH
enum ChatChannelType HELMET2_OCCLUDER
const float BREAKPOINT_BASE
Определения 3_Game/constants.c:91
enum ChatChannelType UNDER
< ObjIntersectNone: No Geometry
enum ChatChannelType Extortion
VoiceEffectExtortion.
HitDirectionModes
Определения 3_Game/constants.c:98
enum ChatChannelType FLASHBANG
enum ChatChannelType Talk
VoiceLevelTalk.
enum ChatChannelType HELMET_OCCLUDER
enum ChatChannelType Mumbling
< VoiceLevelShout
enum ChatChannelType MASK_OCCLUDER
enum ChatChannelType EYEPATCH_OCCLUDER
enum ChatChannelType IFire
ObjIntersectIFire: (Indirect) Fire Geometry.
enum ChatChannelType MOTO_OCCLUDER
const int COLOR_DEFAULT
Определения 3_Game/constants.c:94
enum ChatChannelType ROTATION_DEFAULT
enum ChatChannelType LEGACY
Legacy version, UNDER but without proxy support.
enum ChatChannelType ABOVE
Find nearest surface above given point.
enum ChatChannelType BLEEDING_LAYER
enum HitDirectionModes HEAVYMETAL
enum ChatChannelType NVG_OCCLUDER
enum ChatChannelType ROOT
UserID of a parent widget usually matches this value, unless overriden in the 'InitWidgetSet' method.
enum ChatChannelType CLOSEST
Find nearest surface to given point.
enum ChatChannelType MOTO_BREATH
const float DURATION_BASE
Определения 3_Game/constants.c:90
enum HitDirectionModes SPLASH
enum ChatChannelType View
ObjIntersectView: View Geometry.
const float SCATTER
Определения 3_Game/constants.c:93
enum HitDirectionModes INVENTORY
enum ChatChannelType Fire
< VoiceEffectObstruction
enum ChatChannelType BURLAPSACK
enum ChatChannelType HELMET_BREATH
const float DISTANCE_ADJUST
Определения 3_Game/constants.c:92
ChatChannelType
Определения 3_Game/constants.c:7
@ Direct
CCDirect.
Определения 3_Game/constants.c:10
@ PublicAddressSystem
CCPublicAddressSystem.
Определения 3_Game/constants.c:13
@ System
CCSystem.
Определения 3_Game/constants.c:8
@ BattlEye
CCBattlEye.
Определения 3_Game/constants.c:14
@ Megaphone
CCMegaphone.
Определения 3_Game/constants.c:11
@ Admin
CCAdmin.
Определения 3_Game/constants.c:9
@ Transmitter
CCTransmitter.
Определения 3_Game/constants.c:12
enum ChatChannelType UNCON
enum ChatChannelType COVER_FLASHBANG
enum HitDirectionModes SPIKE
enum ChatChannelType Geom
ObjIntersectGeom: Geometry.
const int EMOTE_SUICIDE_SIMULATION_END
Определения 3_Game/constants.c:410
const int EMOTE_SUICIDE_BLEED
Определения 3_Game/constants.c:409
const int EMOTE_SUICIDE_DEATH
Определения 3_Game/constants.c:408
const int ID_EMOTE_LOOKATME
Определения 3_Game/constants.c:388
const int CAMERA_SHAKE_ARTILLERY_DISTANCE
Определения 3_Game/constants.c:990
const string OPTIONS_SOUND_AMBIENT_SOUND_MODE
Определения 3_Game/constants.c:611
const float PROJECTILE_CONVERSION_PLAYERS
Определения 3_Game/constants.c:1001
const int INPUT_EXCLUDE_MOUSE_RADIAL
Определения 3_Game/constants.c:657
const int ID_EMOTE_TIMEOUT
Определения 3_Game/constants.c:378
const float TEMPERATURE_RATE_COOLING_PLAYER
Определения 3_Game/constants.c:1108
const int ITEM_KEY_BREAK
Определения 3_Game/constants.c:431
const float ENVIRO_TEMPERATURE_HEIGHT_REDUCTION
converts temperature of items to entities heatcomfort gain
Определения 3_Game/constants.c:1099
const int ID_EMOTE_SHRUG
Определения 3_Game/constants.c:398
const float WETNESS_RATE_WETTING_INSIDE
Определения 3_Game/constants.c:911
const float AI_MAX_BLOCKABLE_ANGLE
Определения 3_Game/constants.c:1066
const int ID_EMOTE_VOMIT
Определения 3_Game/constants.c:400
const int QUANTITY_PROGRESS
Определения 3_Game/constants.c:518
const float DECAY_FOOD_BAKED_FRVG
Определения 3_Game/constants.c:1040
const int ID_EMOTE_RPS_P
Определения 3_Game/constants.c:394
const int ITEM_FOLD
Определения 3_Game/constants.c:421
const float DECAY_FOOD_CAN_OPEN
Определения 3_Game/constants.c:1042
const int ID_EMOTE_CAMPFIRE
Определения 3_Game/constants.c:372
const float CLEAN_UNRESTRAIN_DAMAGE
Определения 3_Game/constants.c:986
const int ID_EMOTE_RPS
Определения 3_Game/constants.c:383
const int INVENTORY_ENTITY_DROP_OVERLAP_DEPTH
Определения 3_Game/constants.c:1054
const int ID_EMOTE_SURRENDER
Определения 3_Game/constants.c:399
const int INPUT_EXCLUDE_ALL
Определения 3_Game/constants.c:654
const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_PLAYERS
Определения 3_Game/constants.c:1009
const int ID_EMOTE_CLAP
Определения 3_Game/constants.c:379
const float PROJECTILE_CONVERSION_ANIMALS
Non-lethal projectile damage QuantityConversions.
Определения 3_Game/constants.c:999
const float ENVIRO_WATER_TEMPERATURE_COEF
increases temp in interiors
Определения 3_Game/constants.c:1102
const int ITEM_BARREL_OPEN
Определения 3_Game/constants.c:423
const int ID_EMOTE_FACEPALM
Определения 3_Game/constants.c:366
const int ID_EMOTE_SITA
Определения 3_Game/constants.c:373
const float CRAFTING_TIME_UNIT_SIZE
Определения 3_Game/constants.c:638
const int ID_EMOTE_POINT
Определения 3_Game/constants.c:380
const int ITEM_EXPLOSIVE_ARM
Определения 3_Game/constants.c:429
const float WETNESS_RATE_DRYING_INSIDE
Определения 3_Game/constants.c:913
const int HAIR_SELECTION_COUNT
Определения 3_Game/constants.c:650
const int ID_EMOTE_DOWN
Определения 3_Game/constants.c:391
const float TEMPERATURE_RATE_COOLING_INSIDE
Heat buffer static timer tick (set for 2s enviro tick, 180s to 1.0)
Определения 3_Game/constants.c:1106
const float ENVIRO_CLOUDS_TEMP_EFFECT
amount of ?C reduced for each 100 meteres of height above water level
Определения 3_Game/constants.c:1100
const int ID_EMOTE_THUMB
Определения 3_Game/constants.c:368
const int ID_EMOTE_SILENT
Определения 3_Game/constants.c:381
const float AI_CONTAMINATION_DMG_PER_SEC
Определения 3_Game/constants.c:1067
const float ENVIRO_HEATISOLATION_VEST_WEIGHT
weight of back for the sum of heat isolation
Определения 3_Game/constants.c:1096
const float PROJECTED_CURSOR_DISTANCE
Определения 3_Game/constants.c:640
const float ITEM_TEMPERATURE_TO_EXPLODE_MIN
misc
Определения 3_Game/constants.c:1014
const int ID_EMOTE_MOVE
Определения 3_Game/constants.c:390
const int ID_EMOTE_POINTSELF
Определения 3_Game/constants.c:387
const float DECAY_FOOD_RAW_FRVG
Определения 3_Game/constants.c:1036
const float DZPLAYER_CAMERA_FOV_EYEZOOM
FOV (vertical angle/2) in radians. Take care to modify also in "basicDefines.hpp".
Определения 3_Game/constants.c:978
const int DECAY_TIMER_RANDOM_PERCENTAGE
Определения 3_Game/constants.c:1044
const int ID_EMOTE_SHAKE
Определения 3_Game/constants.c:397
const float ENVIRO_ITEM_HEAT_TRANSFER_COEF
weight of vest for the sum of heat isolation
Определения 3_Game/constants.c:1098
const float MINING_WOOD_SLOW
Определения 3_Game/constants.c:996
const int DECAY_FOOD_FRVG_DRIED_CHANCE
Определения 3_Game/constants.c:1043
const float DECAY_FOOD_RAW_MEAT
Определения 3_Game/constants.c:1034
const int ID_EMOTE_LISTENING
Определения 3_Game/constants.c:386
const int ITEM_BARREL_CLOSE
Определения 3_Game/constants.c:424
const int ID_EMOTE_TAUNT
Определения 3_Game/constants.c:363
const float DZPLAYER_CAMERA_FOV_IRONSIGHTS
Определения 3_Game/constants.c:980
const float DECAY_FOOD_BAKED_MEAT
Определения 3_Game/constants.c:1039
const float DEBUG_QUICK_UNRESTRAIN_TIME
Определения 3_Game/constants.c:647
const int ITEM_DEPLOY_LOOP
Определения 3_Game/constants.c:418
const int INVENTORY_MAX_REACHABLE_DEPTH_ATT
Inventory visibility depth, also governs default direct access for most cases. Actual inventory depth...
Определения 3_Game/constants.c:1059
const int ID_EMOTE_DANCE
Определения 3_Game/constants.c:371
const int ID_EMOTE_WATCHING
Определения 3_Game/constants.c:384
const float ENVIRO_PLAYER_HEATBUFFER_TICK
how many time is water colder than air
Определения 3_Game/constants.c:1104
const int ITEM_TENT_WINDOW_OPEN
Определения 3_Game/constants.c:427
const int INPUT_EXCLUDE_INVENTORY
Определения 3_Game/constants.c:655
const int ID_EMOTE_RPS_S
Определения 3_Game/constants.c:395
const float ENVIRO_HEATCOMFORT_BODYPARTS_WEIGHT
how much this head parts (clothing) affects final heatcomfort
Определения 3_Game/constants.c:1092
const float ENVIRO_HEATCOMFORT_HEADPARTS_WEIGHT
Определения 3_Game/constants.c:1091
const int ID_EMOTE_GREETING
Определения 3_Game/constants.c:360
const float AI_ATTACKSPEED
Определения 3_Game/constants.c:1065
const int INPUT_EXCLUDE_MAP
Определения 3_Game/constants.c:658
const float ENVIRO_HEATISOLATION_BACK_WEIGHT
how much this feet parts (clothing) affects final heatcomfort
Определения 3_Game/constants.c:1095
const int ID_EMOTE_THROAT
Определения 3_Game/constants.c:369
const float NL_DAMAGE_FIREARM_CONVERSION_ANIMALS
Определения 3_Game/constants.c:1003
const float REFRESHER_RADIUS
Определения 3_Game/constants.c:1025
class EmoteConstants ITEM_PLACE
for ItemSoundHandler use, values limited by ItemBase.ITEM_SOUNDS_MAX (networking optimization)
const int ID_EMOTE_SUICIDE
Определения 3_Game/constants.c:370
const int ID_EMOTE_DEBUG
Определения 3_Game/constants.c:401
const float TEMPERATURE_RATE_COOLING_GROUND
Определения 3_Game/constants.c:1107
const int ID_EMOTE_NOD
Определения 3_Game/constants.c:396
const int INPUT_EXCLUDE_MOUSE_ALL
Определения 3_Game/constants.c:656
const int ID_EMOTE_HEART
Определения 3_Game/constants.c:362
const int QUANTITY_COUNT
Определения 3_Game/constants.c:517
const float PVP_MAX_BLOCKABLE_ANGLE
Определения 3_Game/constants.c:1086
const int DEFAULT_CHARACTER_MENU_ID
Определения 3_Game/constants.c:984
const int ITEM_EXPLOSIVE_DISARM
Определения 3_Game/constants.c:430
const int ITEM_TENT_CLOSE
Определения 3_Game/constants.c:426
const float WETNESS_RATE_WETTING_LIQUID
Определения 3_Game/constants.c:912
const int CAMERA_SHAKE_GRENADE_DISTANCE
Camera shake.
Определения 3_Game/constants.c:989
const int ID_EMOTE_COME
Определения 3_Game/constants.c:392
const float DECAY_FOOD_BOILED_MEAT
Определения 3_Game/constants.c:1037
const float NL_DAMAGE_FIREARM_CONVERSION_PLAYERS
Определения 3_Game/constants.c:1005
static float RAIN_NOISE_REDUCTION_WEIGHT
Определения 3_Game/constants.c:1079
const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_INFECTED
Определения 3_Game/constants.c:1008
const int ID_EMOTE_SOS
Определения 3_Game/constants.c:361
const int ID_EMOTE_TAUNTTHINK
Определения 3_Game/constants.c:389
const float MELEE_ITEM_DAMAGE
Определения 3_Game/constants.c:648
const int REFRESHER_MAX_DURATION_DEFAULT
Определения 3_Game/constants.c:1023
const int ID_EMOTE_RPS_R
Определения 3_Game/constants.c:393
const float DZPLAYER_CAMERA_FOV_EYEZOOM_SHALLOW
Определения 3_Game/constants.c:979
const int QUANTITY_HIDDEN
Определения 3_Game/constants.c:516
const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_ANIMALS
Определения 3_Game/constants.c:1007
const float NL_DAMAGE_FIREARM_CONVERSION_INFECTED
Определения 3_Game/constants.c:1004
const int ID_EMOTE_SALUTE
Определения 3_Game/constants.c:382
const float MINING_WOOD_MEDIUM
Определения 3_Game/constants.c:995
const int ID_EMOTE_HOLD
Определения 3_Game/constants.c:385
const int ITEM_TENT_OPEN
Определения 3_Game/constants.c:425
const float SALMONELLA_RETENTION_PREDATOR
Определения 3_Game/constants.c:1028
const int ITEM_DEPLOY
Определения 3_Game/constants.c:419
const float LOADING_SCREEN_HINT_INTERVAL
Определения 3_Game/constants.c:1015
const float DECAY_FOOD_BOILED_FRVG
Определения 3_Game/constants.c:1038
const string DEFAULT_CHARACTER_NAME
Определения 3_Game/constants.c:982
const float ENVIRO_TEMPERATURE_INSIDE_COEF
how many % of environment temperature can be lowered by clouds
Определения 3_Game/constants.c:1101
const float ENVIRO_HEATCOMFORT_FEETPARTS_WEIGHT
how much this body parts (clothing) affects final heatcomfort
Определения 3_Game/constants.c:1093
const int ID_EMOTE_SITB
Определения 3_Game/constants.c:374
const float PROJECTILE_CONVERSION_INFECTED
Определения 3_Game/constants.c:1000
const float DECAY_FOOD_DRIED_MEAT
Определения 3_Game/constants.c:1041
const int CAMERA_SHAKE_ARTILLERY_DISTANCE2
Определения 3_Game/constants.c:991
const float WETNESS_RATE_DRYING_GROUND
Определения 3_Game/constants.c:914
const float DECAY_FOOD_RAW_CORPSE
Определения 3_Game/constants.c:1035
const float DECAY_RATE_ON_PLAYER
Определения 3_Game/constants.c:1045
const int OPTICS_STATE_DAY
Определения 3_Game/constants.c:907
const int RESPAWN_MODE_RANDOM
Определения 3_Game/constants.c:1048
const int ID_EMOTE_LYINGDOWN
Определения 3_Game/constants.c:364
const float LOADING_SCREEN_HINT_INTERVAL_MIN
Определения 3_Game/constants.c:1016
static float SNOWFALL_NOISE_REDUCTION_WEIGHT
Определения 3_Game/constants.c:1080
const float MINING_WOOD_FAST
Wood mining GameConstants, scaled by output. Should not be lower than ~1.5s!
Определения 3_Game/constants.c:994
const float ROOF_CHECK_RAYCAST_DIST
Определения 3_Game/constants.c:1011
const int REFRESHER_FREQUENCY_DEFAULT
Определения 3_Game/constants.c:1024
const int ID_EMOTE_TAUNTKISS
Определения 3_Game/constants.c:365
class GameConstants CFG_FILE_ADDITIONAL_INFO
DEPRECATED.
const int RESPAWN_MODE_CUSTOM
Определения 3_Game/constants.c:1047
const int ID_EMOTE_THUMBDOWN
Определения 3_Game/constants.c:375
const int ID_EMOTE_TAUNTELBOW
Определения 3_Game/constants.c:367
const int ID_EMOTE_DABBING
Определения 3_Game/constants.c:377
const int ITEM_TENT_WINDOW_CLOSE
Определения 3_Game/constants.c:428
const int ITEM_FOLD_LOOP
Определения 3_Game/constants.c:420
const int OPTICS_STATE_NIGHTVISION
Определения 3_Game/constants.c:908
@ STATIC
Static objects are included in the query.
Определения EnEntity.c:150
static const float TEMPERATURE_THAW_TIME_COEF_BURNED
Определения 3_Game/constants.c:937
const float TEMP_COEF_COOLING_GLOBAL
Определения 3_Game/constants.c:949
static const float TEMPERATURE_SENSITIVITY_THRESHOLD
Определения 3_Game/constants.c:940
const float TEMP_COEF_FIREPLACE_COOLING
Определения 3_Game/constants.c:944
const float TEMP_COEF_FIREPLACE_HEATING
Определения 3_Game/constants.c:945
static const float TEMPERATURE_FREEZETHAW_ACCELERATION_COEF
Определения 3_Game/constants.c:929
const float TEMP_COEF_COOKING_CATCHUP
Определения 3_Game/constants.c:959
static const float TEMPERATURE_FREEZE_TIME_COEF_BURNED
Определения 3_Game/constants.c:936
const float TEMP_COEF_UTS
Определения 3_Game/constants.c:947
static const float TEMPERATURE_RATE_MAX_ABS
Определения 3_Game/constants.c:923
static const float TEMPERATURE_INTERPOLATION_THRESHOLD_MIN_ABS
Определения 3_Game/constants.c:925
const float HEATISO_THRESHOLD_HIGH
Определения 3_Game/constants.c:956
const float HEATISO_THRESHOLD_MEDIUM
Определения 3_Game/constants.c:955
static const float TEMPERATURE_TIME_OVERHEAT_MIN
Определения 3_Game/constants.c:931
const float TEMP_COEF_INVENTORY
Определения 3_Game/constants.c:943
const float TEMP_COEF_GAS_STOVE
Определения 3_Game/constants.c:946
const float HEATISO_THRESHOLD_BAD
Определения 3_Game/constants.c:953
const float TEMP_COEF_WORLD
Определения 3_Game/constants.c:942
static const float TEMPERATURE_THAW_TIME_COEF_DRIED
Определения 3_Game/constants.c:938
const float HEATISO_THRESHOLD_LOW
Определения 3_Game/constants.c:954
static const float TEMPERATURE_TIME_THAW_MIN
Определения 3_Game/constants.c:933
static const float TEMPERATURE_RATE_AVERAGE_ABS
Определения 3_Game/constants.c:922
static const float TEMPERATURE_FREEZETHAW_LEGACY_COEF
Определения 3_Game/constants.c:928
static const float TEMPERATURE_FREEZE_TIME_COEF_DRIED
Определения 3_Game/constants.c:935
static const float TEMPERATURE_TIME_FREEZE_MIN
Определения 3_Game/constants.c:932
const float TEMP_COEF_SWIMMING
Определения 3_Game/constants.c:950
static const float TEMPERATURE_INTERPOLATION_THRESHOLD_MAX_ABS
Определения 3_Game/constants.c:926
const float TEMP_COEF_COOKING_DEFAULT
Определения 3_Game/constants.c:948
const float ENVIRO_WIND_CHILL_LIMIT
Affects the slope of calculation.
Определения 3_Game/constants.c:795
const float ENVIRO_ISOLATION_WETFACTOR_SOAKED
Определения 3_Game/constants.c:776
const float ENVIRO_NAKED_BODY_PENALTY_SNOWFALL_MIN_VALUE
how intensive a rain should be to enable rain penalty on naked body
Определения 3_Game/constants.c:788
const float ENVIRO_TEMPERATURE_UNDERROOF_COEF
increases temp inside vehicles
Определения 3_Game/constants.c:734
const float ENVIRO_ISOLATION_WETFACTOR_WET
Определения 3_Game/constants.c:775
const float ENVIRO_TEMP_EFFECT_ON_PLAYER
comfort temperature of environment for the player
Определения 3_Game/constants.c:757
static const float ENVIRO_HEATCOMFORT_VEST_WEIGHT
Определения 3_Game/constants.c:743
const float ENVIRO_HIGH_TEMP_LIMIT
lowest temperature(deg Celsius) where the player gets lowest possible heat comfort (-1)
Определения 3_Game/constants.c:755
const float ENVIRO_HEATCOMFORT_MAX_STEP_SIZE
when is sun highest on sky
Определения 3_Game/constants.c:739
static const float ENVIRO_HEATCOMFORT_HIPS_WEIGHT
Определения 3_Game/constants.c:749
const float ENVIRO_FOG_DRY_EFFECT
how many % of ENVIRO_SUN_INCREMENT is reduced by cloudy sky
Определения 3_Game/constants.c:728
const float COLD_AREA_DIG_WORMS_MODIF
(deg Celsius) temperature limit up to which player is allowed to dig garden plots
Определения 3_Game/constants.c:792
const float ENVIRO_ISOLATION_WETFACTOR_DAMP
Определения 3_Game/constants.c:774
const float ENVIRO_WET_PASSTHROUGH_COEF
at which state of item wetness (0-1) will heat isolation start having negative effect on heat comfort...
Определения 3_Game/constants.c:731
const float COLD_AREA_TEMPERATURE_THRESHOLD
Определения 3_Game/constants.c:791
const float ENVIRO_DRY_INCREMENT
amount of wetness added to items wet value each tick if is raining
Определения 3_Game/constants.c:724
const float ENVIRO_ISOLATION_WETFACTOR_DRENCHED
Определения 3_Game/constants.c:777
const float FIRE_ATTACHMENT_DAMAGE_PER_SECOND
various damage per second constants
Определения 3_Game/constants.c:801
const float ENVIRO_CLOUD_DRY_EFFECT
how much is the generic temp effect increased when player is next to a fireplace
Определения 3_Game/constants.c:727
const float ENVIRO_PLAYER_HEATBUFFER_CAPACITY_MIN
How much heat buffer change rates are affected by temperature.
Определения 3_Game/constants.c:762
const float ENVIRO_WET_INCREMENT
in secs. how often we should check if player is under the roof (raycast)
Определения 3_Game/constants.c:723
const float ENVIRO_PLAYER_HEATBUFFER_WATEREFFECT
impact of enviro temperature on player (lower value = higher, cannot be zero or below!...
Определения 3_Game/constants.c:758
const float ENVIRO_STOMACH_WEIGHT
Определения 3_Game/constants.c:753
const float ENVIRO_ISOLATION_HEALTHFACTOR_RUINED
Определения 3_Game/constants.c:783
const float ENVIRO_ISOLATION_HEALTHFACTOR_DAMAGED
Определения 3_Game/constants.c:781
const float ENVIRO_ISOLATION_HEALTHFACTOR_WORN
Определения 3_Game/constants.c:780
const float ENVIRO_TICKS_TO_WETNESS_CALCULATION
in secs. how often should enviro effet process
Определения 3_Game/constants.c:721
const float ENVIRO_FOG_TEMP_EFFECT
how many % of ENVIRO_SUN_INCREMENT is reduced by fog
Определения 3_Game/constants.c:729
const float ENVIRO_ISOLATION_WETFACTOR_DRY
impact of item wetness to the heat isolation
Определения 3_Game/constants.c:773
const float ENVIRO_WET_PENALTY
how strong the effect of fog is
Определения 3_Game/constants.c:730
const float ENVIRO_ISOLATION_HEALTHFACTOR_PRISTINE
impact of item health (state) to the heat isolation
Определения 3_Game/constants.c:779
static const float ENVIRO_HEATCOMFORT_LEGS_WEIGHT
Определения 3_Game/constants.c:747
static const float ENVIRO_HEATCOMFORT_WEIGHT_SUMMARY
don't forget to update the weights from above if you are adding/removing them
Определения 3_Game/constants.c:751
const float ENVIRO_PLAYER_HEATBUFFER_DECREASE
impact of water contact on player's heatbuffer
Определения 3_Game/constants.c:759
const float ENVIRO_PLAYER_HEATBUFFER_TEMP_AFFECT
How much heat buffer increases per one enviro tick.
Определения 3_Game/constants.c:761
static const float ENVIRO_HEATCOMFORT_GLOVES_WEIGHT
Определения 3_Game/constants.c:746
const float ENVIRO_FIRE_INCREMENT
(not used) amount of wetness subtracted from items wet value each tick if is not raining due to sun
Определения 3_Game/constants.c:726
static const float ENVIRO_HEATCOMFORT_FEET_WEIGHT
Определения 3_Game/constants.c:748
const float ENVIRO_TICK_ROOF_RC_CHECK
each X (ticks) is processed wetness on items on player
Определения 3_Game/constants.c:722
const float ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT
Определения 3_Game/constants.c:804
const float ENVIRO_TEMPERATURE_INSIDE_VEHICLE_COEF
heat entity generates if not moving
Определения 3_Game/constants.c:733
const float ENVIRO_ISOLATION_HEALTHFACTOR_B_DAMAGED
Определения 3_Game/constants.c:782
const float ENVIRO_TEMP_SOURCES_LOOKUP_RADIUS
Определения 3_Game/constants.c:785
const float ENVIRO_WIND_EFFECT
windchill effect on base temperature
Определения 3_Game/constants.c:736
const float ENVIRO_WIND_EFFECT_SLOPE
time modifier, how much longer it takes to dig up worms while in a cold area
Определения 3_Game/constants.c:794
const float ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT
damage per second dealt to attachment by fire
Определения 3_Game/constants.c:803
const float ENVIRO_TICK_RATE
Определения 3_Game/constants.c:720
static const float ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE
Определения 3_Game/constants.c:808
static const float ENVIRO_HEATCOMFORT_BODY_WEIGHT
Определения 3_Game/constants.c:744
const float ENVIRO_PLAYER_COMFORT_TEMP
highest temperature(deg Celsius) where the player gets highest possible heat comfort (1)
Определения 3_Game/constants.c:756
const float ENVIRO_PLAYER_HEATBUFFER_INCREASE
How much heat buffer decreases per one enviro tick.
Определения 3_Game/constants.c:760
const float LIQUID_RAIN_AMOUNT_COEF_BASE
how intensive a snowfall should be to enable snowfall penalty on naked body
Определения 3_Game/constants.c:790
static const float ENVIRO_HEATCOMFORT_BACK_WEIGHT
Определения 3_Game/constants.c:745
const float ITEM_TEMPERATURE_QUANTITY_WEIGHT_MULTIPLIER
Определения 3_Game/constants.c:806
static const float ENVIRO_HEATCOMFORT_HEADGEAR_WEIGHT
max step of dynamic heatcomfort change (applies if diff between target and dynamic HC is bigger than ...
Определения 3_Game/constants.c:741
const float ENVIRO_DEFAULT_ENTITY_HEAT
how many times slower is wetting/drying items in backpacks
Определения 3_Game/constants.c:732
const float ENVIRO_HIGH_NOON
amount of % wind affect drying/wetting
Определения 3_Game/constants.c:737
const float ENVIRO_SNOW_WET_COEF
Above this value, the wind effect increases the modified temperature.
Определения 3_Game/constants.c:797
const float ENVIRO_TEMPERATURE_WIND_COEF
underroof wind multiplier
Определения 3_Game/constants.c:735
const float ENVIRO_NAKED_BODY_PENALTY_RAIN_MIN_VALUE
Определения 3_Game/constants.c:787
const float ENVIRO_LOW_TEMP_LIMIT
how much stomach content affects final heatcomfort
Определения 3_Game/constants.c:754
static const float ENVIRO_HEATCOMFORT_MASK_WEIGHT
how much this body part affects final heatcomfort
Определения 3_Game/constants.c:742
static ref array< ref TFloatArray > ENVIRO_PLAYER_HEATBUFFER_STAGE_RATELIMIT
Minimal heatbuffer capacity of naked character.
Определения 3_Game/constants.c:765
const float ENVIRO_SUN_INCREMENT
amount of wetness subtracted from items wet value each tick if is not raining due to player heat
Определения 3_Game/constants.c:725
const string SHOW_QUICKBAR
Определения 3_Game/constants.c:600
const string SHOW_SERVERINFO
Определения 3_Game/constants.c:608
const string SHOW_HUD_VEHICLE
Определения 3_Game/constants.c:602
const string SHOW_HUD
Определения 3_Game/constants.c:601
const string SHOW_CONNECTIVITYINFO
Определения 3_Game/constants.c:605
const string HUD_BRIGHTNESS
Определения 3_Game/constants.c:603
const string ENABLE_BLEEDINGINDICATION
Определения 3_Game/constants.c:604
const string SHOW_CROSSHAIR
Определения 3_Game/constants.c:607
const float DAMAGE_BADLY_DAMAGED_VALUE
Определения 3_Game/constants.c:863
const float DAMAGE_RUINED_VALUE
Определения 3_Game/constants.c:864
const float DAMAGE_DAMAGED_VALUE
Определения 3_Game/constants.c:862
const float DAMAGE_PRISTINE_VALUE
Определения 3_Game/constants.c:860
const float DAMAGE_WORN_VALUE
Определения 3_Game/constants.c:861
const float ITEMSGEN_MIN_DISTANCE_TO_REPOSITION
Определения 3_Game/constants.c:440
const float ITEMSGEN_TICK
Определения 3_Game/constants.c:439
const float ITEMSGEN_SPAWN_DISTANCE
Определения 3_Game/constants.c:441
const float ITEMSGEN_MAX_SPREAD
Определения 3_Game/constants.c:442
const int ITEMSGEN_ITEMS_AMOUNT
Определения 3_Game/constants.c:443
const int STATE_RUINED
Определения 3_Game/constants.c:848
const int STATE_WORN
Определения 3_Game/constants.c:851
const int STATE_DAMAGED
Определения 3_Game/constants.c:850
const int STATE_BADLY_DAMAGED
Определения 3_Game/constants.c:849
const int STATE_PRISTINE
Определения 3_Game/constants.c:852
const int STATE_HOT_LVL_ONE
Определения 3_Game/constants.c:887
const int STATE_NEUTRAL_TEMP
Определения 3_Game/constants.c:888
const int STATE_HOT_LVL_THREE
Определения 3_Game/constants.c:885
const int STATE_COLD_LVL_ONE
Определения 3_Game/constants.c:889
const int STATE_HOT_LVL_TWO
Определения 3_Game/constants.c:886
const int STATE_HOT_LVL_FOUR
Определения 3_Game/constants.c:884
const int STATE_COLD_LVL_TWO
Определения 3_Game/constants.c:890
const int STATE_COLD_LVL_FOUR
Определения 3_Game/constants.c:892
const int STATE_COLD_LVL_THREE
Определения 3_Game/constants.c:891
const int VARIABLE_LIQUIDTYPE
Определения 3_Game/constants.c:632
const int VARIABLE_ISLIT
Определения 3_Game/constants.c:633
const int VARIABLE_CLEANNESS
Определения 3_Game/constants.c:635
const int VARIABLE_COLOR
Определения 3_Game/constants.c:634
const int VARIABLE_TEMPERATURE
Определения 3_Game/constants.c:630
const int VARIABLE_QUANTITY
Определения 3_Game/constants.c:628
const int VARIABLE_WET
Определения 3_Game/constants.c:631
const int VARIABLE_ENERGY
Определения 3_Game/constants.c:629
const float STATE_DRY
Определения 3_Game/constants.c:876
const float STATE_DAMP
Определения 3_Game/constants.c:875
const float STATE_SOAKING_WET
Определения 3_Game/constants.c:873
const float WEIGHT_DRY
Определения 3_Game/constants.c:904
const float WEIGHT_DAMP
Определения 3_Game/constants.c:903
const float STATE_DRENCHED
Определения 3_Game/constants.c:872
const float WEIGHT_SOAKING_WET
Определения 3_Game/constants.c:901
const float STATE_WET
Определения 3_Game/constants.c:874
const float WEIGHT_WET
Определения 3_Game/constants.c:902
const float WEIGHT_DRENCHED
Определения 3_Game/constants.c:900
@ DYNAMIC
Dynamic objects are included in the query.
Определения EnWorld.c:139
const float LIQUID_THROUGHPUT_FUELSTATION
Определения 3_Game/constants.c:574
const float LIQUID_THROUGHPUT_CAR_DEFAULT
Определения 3_Game/constants.c:572
const float LIQUID_THROUGHPUT_DEFAULT
Определения 3_Game/constants.c:570
const float LIQUID_THROUGHPUT_GENERATOR
Определения 3_Game/constants.c:573
const float LIQUID_THROUGHPUT_GASOLINECANISTER
Определения 3_Game/constants.c:571
const float LIQUID_THROUGHPUT_WELL
Определения 3_Game/constants.c:575
const float LIQUID_THROUGHPUT_TINY
Определения 3_Game/constants.c:569
const float LIQUID_THROUGHPUT_BARREL
Определения 3_Game/constants.c:576
const int LIQUID_BLOOD_AB_P
Определения 3_Game/constants.c:537
const int LIQUID_BLOOD_0_P
Определения 3_Game/constants.c:531
const int LIQUID_BLOOD_B_P
Определения 3_Game/constants.c:535
const int LIQUID_STILLWATER
Определения 3_Game/constants.c:552
const int LIQUID_HOTWATER
Определения 3_Game/constants.c:553
const int LIQUID_NONE
Определения 3_Game/constants.c:529
const int LIQUID_BLOOD_A_N
Определения 3_Game/constants.c:534
const int LIQUID_VODKA
Определения 3_Game/constants.c:543
const int GROUP_LIQUID_BLOOD
Определения 3_Game/constants.c:560
const int LIQUID_GROUP_DRINKWATER
Определения 3_Game/constants.c:556
const int LIQUID_FRESHWATER
Определения 3_Game/constants.c:551
const int LIQUID_DISINFECTANT
Определения 3_Game/constants.c:547
const int LIQUID_BEER
Определения 3_Game/constants.c:544
const int LIQUID_CLEANWATER
Определения 3_Game/constants.c:554
const int LIQUID_GASOLINE
Определения 3_Game/constants.c:545
const int LIQUID_WATER
Определения 3_Game/constants.c:541
const int LIQUID_RIVERWATER
Определения 3_Game/constants.c:542
const int LIQUID_BLOOD_0_N
Определения 3_Game/constants.c:532
const int LIQUID_DIESEL
Определения 3_Game/constants.c:546
const int LIQUID_BLOOD_B_N
Определения 3_Game/constants.c:536
const int LIQUID_SALTWATER
Определения 3_Game/constants.c:550
const int LIQUID_GROUP_WATER
Определения 3_Game/constants.c:557
const int GROUP_LIQUID_ALL
Определения 3_Game/constants.c:561
const int LIQUID_SNOW
Определения 3_Game/constants.c:549
const int LIQUID_BLOOD_A_P
Определения 3_Game/constants.c:533
const int LIQUID_SOLUTION
Определения 3_Game/constants.c:548
const int LIQUID_SALINE
Определения 3_Game/constants.c:539
const int LIQUID_BLOOD_AB_N
Определения 3_Game/constants.c:538
const string LOCK_FREELOOK
Определения 3_Game/constants.c:619
const string LOCK_SPRINT
Определения 3_Game/constants.c:618
const string LOCK_ZOOM
Определения 3_Game/constants.c:620
const int MENU_CONNECT_ERROR
Определения 3_Game/constants.c:211
const int MENU_NONE
Определения 3_Game/constants.c:171
const int MENU_TUTORIAL
Определения 3_Game/constants.c:204
const int MENU_HELP_SCREEN
Определения 3_Game/constants.c:193
const int MENU_TITLE_SCREEN
Определения 3_Game/constants.c:196
const int MENU_KEYBINDINGS
Определения 3_Game/constants.c:203
const int MENU_XBOX_CONTROLS
Определения 3_Game/constants.c:197
const int MENU_SCRIPTCONSOLE
Определения 3_Game/constants.c:185
const string CFG_SOUND_SETS
Определения 3_Game/constants.c:228
const string CFG_AMMO
Определения 3_Game/constants.c:223
const int MENU_WARNING_TELEPORT
Определения 3_Game/constants.c:210
const int MENU_LOGOUT
Определения 3_Game/constants.c:195
const int MENU_INSPECT
Определения 3_Game/constants.c:179
const int MENU_LOGIN_TIME
Определения 3_Game/constants.c:207
const int MENU_MAP
Определения 3_Game/constants.c:191
const int MENU_MAIN
Определения 3_Game/constants.c:182
const int MENU_SERVER_BROWSER
Определения 3_Game/constants.c:200
const string CFG_RECIPESPATH
Определения 3_Game/constants.c:226
const string CFG_VEHICLESPATH
Определения 3_Game/constants.c:220
const int MENU_WARNING_ITEMDROP
Определения 3_Game/constants.c:208
const string CFG_NONAI_VEHICLES
Определения 3_Game/constants.c:229
const int MENU_MISSION_LOADER
Определения 3_Game/constants.c:214
const int MENU_SCRIPTCONSOLE_UNIVERSAL_INFO_DIALOG
Определения 3_Game/constants.c:213
const int MENU_STARTUP
Определения 3_Game/constants.c:184
const string CFG_SOUND_SHADERS
Определения 3_Game/constants.c:227
const int MENU_RESPAWN_DIALOGUE
Определения 3_Game/constants.c:209
const int MENU_OPTIONS
Определения 3_Game/constants.c:183
const int MENU_CREDITS
Определения 3_Game/constants.c:205
const int MENU_CAMERA_TOOLS
Определения 3_Game/constants.c:201
const int MENU_CHARACTER
Определения 3_Game/constants.c:174
const int GUI_WINDOW_MISSION_LOADER
Определения 3_Game/constants.c:218
const int MENU_INVITE_TIMER
Определения 3_Game/constants.c:206
const int MENU_GESTURES
Определения 3_Game/constants.c:194
const int MENU_CONNECTION_DIALOGUE
Определения 3_Game/constants.c:215
const int MENU_CHAT
Определения 3_Game/constants.c:175
const int MENU_LOGIN_QUEUE
Определения 3_Game/constants.c:199
const int MENU_SCENE_EDITOR
Определения 3_Game/constants.c:177
const int MENU_SCRIPTCONSOLE_DIALOG_PRESET_NAME
Определения 3_Game/constants.c:187
const int MENU_WARNING_INPUTDEVICE_DISCONNECT
Определения 3_Game/constants.c:212
const int MENU_CONTROLS_PRESET
Определения 3_Game/constants.c:189
const int MENU_EARLYACCESS
Определения 3_Game/constants.c:176
const int MENU_SCRIPTCONSOLE_DIALOG_PRESET_RENAME
Определения 3_Game/constants.c:188
const int MENU_INVENTORY
Определения 3_Game/constants.c:180
const int MENU_NOTE
Определения 3_Game/constants.c:190
const int MENU_LOADING
Определения 3_Game/constants.c:181
const int MENU_RADIAL_QUICKBAR
Определения 3_Game/constants.c:198
const string CFG_SOUND_TABLES
Определения 3_Game/constants.c:230
const int MENU_BOOK
Определения 3_Game/constants.c:192
const string CFG_SURFACES
Определения 3_Game/constants.c:225
const int MENU_LOC_ADD
Определения 3_Game/constants.c:172
const int MENU_INGAME
Определения 3_Game/constants.c:178
const string CFG_WEAPONSPATH
Определения 3_Game/constants.c:221
const int MENU_CHAT_INPUT
Определения 3_Game/constants.c:186
const int MENU_UNKNOWN
Определения 3_Game/constants.c:173
const int MENU_VIDEO
Определения 3_Game/constants.c:202
const int MENU_ANY
Определения 3_Game/constants.c:170
const string CFG_WORLDS
Определения 3_Game/constants.c:224
const string CFG_MAGAZINESPATH
Определения 3_Game/constants.c:222
const int MSG_NOTIFIERS_TICK
Определения 3_Game/constants.c:339
const int NUM_OF_CHANNELS
Определения 3_Game/constants.c:335
const int MSG_IMMUNE_REACTION
Определения 3_Game/constants.c:337
const int MSG_STATS_SYNCED
Определения 3_Game/constants.c:338
const int MSG_TEST_CHANNEL
Определения 3_Game/constants.c:336
const int MIN_TICK_MDFR_POOL_MAIN
Определения 3_Game/constants.c:347
const int MIN_TICK_MDFR_POOL_DISEASE
Определения 3_Game/constants.c:350
const int MIN_TICK_NOTIFIERS
Определения 3_Game/constants.c:351
const int MIN_TICK_MDFR_POOL_PLAYER
Определения 3_Game/constants.c:348
const int MIN_TICK_MDFR_POOL_ENVIRONMENT
Определения 3_Game/constants.c:349
@ NONE
No flags.
Определения EnProfiler.c:11
const int SAT_INTERACT_ACTION
Определения 3_Game/constants.c:452
const int SAT_CRAFTING
Определения 3_Game/constants.c:453
const int SAT_DEBUG_ACTION
Определения 3_Game/constants.c:454
const float STAMINA_DRAIN_CLIMB
Определения 3_Game/constants.c:678
const float STAMINA_MIN_CAP
Определения 3_Game/constants.c:696
const float STAMINA_HOLD_BREATH_THRESHOLD_DRAIN
Определения 3_Game/constants.c:698
const float STAMINA_DRAIN_MELEE_LIGHT
Определения 3_Game/constants.c:679
const float STAMINA_KG_TO_GRAMS
in grams (weight where the player is not penalized by stamina)
Определения 3_Game/constants.c:710
const float STAMINA_ROLL_THRESHOLD
Определения 3_Game/constants.c:702
const int STAMINA_DRAIN_PRONE_SPRINT_PER_SEC
Определения 3_Game/constants.c:670
const float STAMINA_CLIMB_THRESHOLD
Определения 3_Game/constants.c:701
const float STAMINA_DRAIN_MELEE_HEAVY
Определения 3_Game/constants.c:680
const int STAMINA_GAIN_IDLE_PER_SEC
Определения 3_Game/constants.c:689
const float STAMINA_GAIN_BONUS_CAP
Определения 3_Game/constants.c:693
const float STAMINA_JUMP_THRESHOLD
Определения 3_Game/constants.c:699
const float STAMINA_REGEN_COOLDOWN_EXHAUSTION
Определения 3_Game/constants.c:708
const float STAMINA_DRAIN_HOLD_BREATH_DURATION
Определения 3_Game/constants.c:684
const int STAMINA_DRAIN_SWIM_FAST_PER_SEC
Определения 3_Game/constants.c:671
const int STAMINA_GAIN_WALK_PER_SEC
Определения 3_Game/constants.c:688
const int STAMINA_GAIN_JOG_PER_SEC
Определения 3_Game/constants.c:687
const float STAMINA_VAULT_THRESHOLD
Определения 3_Game/constants.c:700
const float STAMINA_MELEE_EVADE_THRESHOLD
Определения 3_Game/constants.c:706
const float STAMINA_DRAIN_HOLD_BREATH_EXPONENT
Определения 3_Game/constants.c:685
const float STAMINA_DRAIN_HOLD_BREATH_START
Определения 3_Game/constants.c:674
const float STAMINA_HOLD_BREATH_THRESHOLD_ACTIVATE
Определения 3_Game/constants.c:697
const float STAMINA_MELEE_HEAVY_THRESHOLD
Определения 3_Game/constants.c:705
const int STAMINA_GAIN_ROLL_PER_SEC
Определения 3_Game/constants.c:692
const float STAMINA_DRAIN_JUMP
Определения 3_Game/constants.c:676
const float STAMINA_DRAIN_ROLL
Определения 3_Game/constants.c:682
const float STAMINA_MAX
Определения 3_Game/constants.c:712
const float STAMINA_DRAIN_MELEE_EVADE
Определения 3_Game/constants.c:681
const float STAMINA_REGEN_COOLDOWN_DEPLETION
Определения 3_Game/constants.c:707
const float STAMINA_WEIGHT_LIMIT_THRESHOLD
Определения 3_Game/constants.c:709
const int STAMINA_DRAIN_STANDING_SPRINT_PER_SEC
Определения 3_Game/constants.c:668
const int STAMINA_DRAIN_CROUCHED_SPRINT_PER_SEC
Определения 3_Game/constants.c:669
const int STAMINA_DRAIN_LADDER_FAST_PER_SEC
Определения 3_Game/constants.c:672
const float STAMINA_DRAIN_VAULT
Определения 3_Game/constants.c:677
const int STAMINA_GAIN_SWIM_PER_SEC
Определения 3_Game/constants.c:690
const int STAMINA_GAIN_LADDER_PER_SEC
Определения 3_Game/constants.c:691
const float STAMINA_SYNC_RATE
Определения 3_Game/constants.c:711
const float STAMINA_KG_TO_STAMINAPERCENT_PENALTY
Определения 3_Game/constants.c:695
const float STAMINA_DRAIN_HOLD_BREATH_END
Определения 3_Game/constants.c:675
const int UA_STARTT
Определения 3_Game/constants.c:470
const int UA_IN_START
Определения 3_Game/constants.c:479
const int UA_FINISHED
Определения 3_Game/constants.c:466
const int UA_ERROR
Определения 3_Game/constants.c:485
const int UA_START
Определения 3_Game/constants.c:469
const int UA_CHECK_CON
Определения 3_Game/constants.c:475
const int UA_AM_ACCEPTED
Определения 3_Game/constants.c:477
const int UA_REPEAT
Определения 3_Game/constants.c:465
const int UA_AM_REJECTED
Определения 3_Game/constants.c:478
const int UA_FAILED
Определения 3_Game/constants.c:463
const int UA_INITIALIZE
Определения 3_Game/constants.c:474
const int UA_ANIM_EVENT
Определения 3_Game/constants.c:473
const int UA_SETEND_2
Определения 3_Game/constants.c:487
const int UA_NONE
Определения 3_Game/constants.c:462
const int UA_AM_PENDING
Определения 3_Game/constants.c:476
const int UA_CANCELT
Определения 3_Game/constants.c:471
const int UA_SPAWN_DUST_B
Определения 3_Game/constants.c:482
const int UA_SPAWN_DUST_A
Определения 3_Game/constants.c:481
const int UA_INTERRUPT
Определения 3_Game/constants.c:468
const int UA_FINISHEDT
Определения 3_Game/constants.c:472
const int UA_IN_END
Определения 3_Game/constants.c:480
const int UA_IN_CRAFTING
Определения 3_Game/constants.c:483
const int UA_PROCESSING
Определения 3_Game/constants.c:464
const int UA_CANCEL
Определения 3_Game/constants.c:467
const int IDC_RESTART
Определения 3_Game/constants.c:137
const int IDC_INT_EXIT
Определения 3_Game/constants.c:160
const int IDC_MAIN_PREV_CHARACTER
Определения 3_Game/constants.c:140
const int IDC_INT_RETRY_CUSTOM
Определения 3_Game/constants.c:159
const int IDC_BOOK_VIEWER_PREV
Определения 3_Game/constants.c:154
const int IDC_MAIN_OPTIONS
Определения 3_Game/constants.c:142
const int IDC_MAIN_MULTIPLAYER
Определения 3_Game/constants.c:143
const int IDC_MULTI_INVITE
Определения 3_Game/constants.c:152
const int IDC_MAIN_QUIT
Определения 3_Game/constants.c:144
const int IDC_MAIN_CHARACTER
Определения 3_Game/constants.c:148
const int IDC_MAIN_CONTINUE
Определения 3_Game/constants.c:145
const int IDC_INT_RETRY
ingame menu
Определения 3_Game/constants.c:158
const int IDC_MAIN_FEEDBACK
Определения 3_Game/constants.c:150
const int IDC_BOOK_VIEWER_NEXT
Определения 3_Game/constants.c:155
const int IDC_MULTI_REFRESH
Определения 3_Game/constants.c:151
const int IDC_CANCEL
Определения 3_Game/constants.c:136
const int IDC_MAIN_TUTORIAL
Определения 3_Game/constants.c:146
const int IDC_MAIN_NEXT_CHARACTER
Определения 3_Game/constants.c:139
const int IDC_MAIN_ONLINE
Определения 3_Game/constants.c:149
const int IDC_MAIN_PLAY
Определения 3_Game/constants.c:147
const int IDC_OK
Определения 3_Game/constants.c:135
const float VEHICLE_FLIP_ANGLE_TOLERANCE
Определения 3_Game/constants.c:818
const bool VEHICLE_FLIP_WHEELS_LIMITED
Angle of the vehicle from the normal of the surface under the vehicle.
Определения 3_Game/constants.c:819
@ DISABLED
Определения EnWidgets.c:79