95 ret = target == count;
110 for (
int i = count - 1; i > -1; i--)
162 return g_Game.GetWeather().GetRain().GetActual() +
g_Game.GetWeather().GetSnowfall().GetActual();
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
ref set< int > m_CleanupQueue
float DetermineAmountCoef()
scalable on handler level. Now also handles SNOW, total value can exceed 1.0
void QueueStart(RainProcurementComponentBase component)
void RainProcurementHandler(MissionBaseWorld mission)
bool ProcessBatch()
returns 'true' when all the batches are finished
float GetLiquidAmountCoef()
void Update(float timeslice)
ref set< RainProcurementComponentBase > m_ActiveComponents
bool m_ProcessingFinished
const int UPDATE_BATCH_SIZE
MissionBaseWorld m_Mission
void HandleChangedComponents()
void QueueStop(RainProcurementComponentBase component)
ref set< RainProcurementComponentBase > m_ChangedQueue
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.