31 string root_path =
"cfgCharacterScenes " +
g_Game.GetWorldName();
33 int count =
g_Game.ConfigGetChildrenCount(root_path);
36 g_Game.ConfigGetChildName(root_path, index, childName);
38 string scene_path = root_path +
" " + childName;
43 g_Game.ConfigGetIntArray(scene_path +
" date", date);
44 float fov =
g_Game.ConfigGetFloat(scene_path +
" fov");
45 float overcast =
g_Game.ConfigGetFloat(scene_path +
" overcast");
46 float rain =
g_Game.ConfigGetFloat(scene_path +
" rain");
47 float snowfall =
g_Game.ConfigGetFloat(scene_path +
" snowfall");
48 float fog =
g_Game.ConfigGetFloat(scene_path +
" fog");
50 if (
g_Game.ConfigIsExisting(scene_path +
" windspeed") )
51 windspeed =
g_Game.ConfigGetFloat(scene_path +
" windspeed");
52 g_Game.ConfigGetFloatArray(scene_path +
" storm", storm);
56 if (world && date.Count() >= 5)
58 world.
SetDate(date.Get(0), date.Get(1), date.Get(2), date.Get(3), date.Get(4));
81 float pos_y =
g_Game.SurfaceY(pos_x, pos_z);
90 m_Weather.GetOvercast().SetLimits( overcast, overcast );
91 m_Weather.GetRain().SetLimits( rain, rain );
92 m_Weather.GetSnowfall().SetLimits( snowfall, snowfall );
95 m_Weather.GetOvercast().Set( overcast, 0, 0);
97 m_Weather.GetSnowfall().Set( snowfall, 0, 0);
100 if ( storm.Count() == 3 )
102 m_Weather.SetStorm(storm.Get(0),storm.Get(1),storm.Get(2));
105 if ( windspeed != -1 )
108 m_Weather.SetWindMaximumSpeed(windspeed);