Linearly interpolates between 'a' and 'b' given 'time'.
a | float Start |
b | float End |
time | float Time [value needs to be between 0..1 for correct results, no auto clamp applied] |
float
- The interpolated result between the two float values. Используется в ShockDamageMdfr::ActivateCondition(), BleedingIndicatorDropData::AdjustColorSaturation(), ItemBase::AdjustDetectionRange(), Bottle_Base::AffectLiquidContainerOnFill(), FilteringBottle::AffectLiquidContainerOnFill(), Bottle_Base::AffectLiquidContainerOnTransfer(), FilteringBottle::AffectLiquidContainerOnTransfer(), PlayerSpawnHandler::ApplyAttributes(), DayZPlayerImplementAiming::ApplyBreathingPattern(), RecoilBase::ApplyCamOffset(), DayZPlayerImplementAiming::ApplyHorizontalNoise(), WorldData::CalcBaseEnvironmentTemperature(), BleedChanceData::CalculateBleedChance(), GameplayEffectWidgets_base::CalculateBreathEffect(), CalculateLinePointFade(), DayZPlayerImplementAiming::CalculateSwayMultiplier(), EnochData::CalculateVolFog(), SakhalData::CalculateVolFog(), WorldData::CalculateVolFog(), WorldData::ComputeSnowflakeScale(), ConvertAlarmHand01ToMins(), ConvertAlarmHand01ToMins12h(), DamageCrew(), StaminaHandler::DepleteStamina(), DetermineSpecificFinisherType(), WeaponDebug::DrawLineOfFireCameraHybrid(), EOnPostSimulate(), CGame::ExplosionEffects(), PPERequester_GameplayBase::FadeColourMult(), PPEffects::FlashbangEffect(), ManBase::FreezeCheck(), FishYieldItemBase::GetCycleTimeForYieldItem(), HeatComfortAnimHandler::GetEventTime(), ManBase::GetHealthRegenSpeed(), GetMeleeTargetEx(), InventoryItem::GetTemperatureFreezeTime(), InventoryItem::GetTemperatureThawTime(), HandleDimming(), Entity::HandleFreezingProgression(), Entity::HandleItemOverheating(), MaskMdfr::HandleSounds(), PPEffects::HitEffect(), KuruShake::KuruShake(), MissionBenchmark::LerpCamera(), ShockHandler::LerpVignette(), PPEMatClassParameterColor::ModifyResultValues(), PlayerSoundEventBase::OnPlay(), PPERequester_GameplayBase::OnStart(), HeatComfortMdfr::OnTick(), ModifierBase::OnTick(), PoisoningMdfr::OnTick(), ShockDamageMdfr::OnTick(), ManBase::OnUnconsciousUpdate(), PPERequester_GameplayBase::OnUpdate(), TimerBase::OnUpdate(), GameplayEffectWidgets_base::OnVoiceEvent(), Environment::ProcessHeatBuffer(), PPERequester_GameplayBase::ProcessSimulation(), PPERequester_GameplayBase::ReSampleChannels(), IngameHudHeatBuffer::SetBaseAlpha(), PPERequester_GameplayBase::SetEffectProgress(), ComponentEnergyManager::SetEnergy0To1(), InventoryItem::SetQuantityNormalized(), ManBase::SimplifyShock(), Hologram::SmoothProjectionMovement(), ManBase::SpawnDrowningBubbles(), KitchenTimer::Time01ToSeconds(), DamageDealtEffect::Update(), HitDirectionEffectBase::Update(), PPEMatClassParameterCommandData::Update(), ShockDealtEffect::Update(), BleedingIndicatorDropData::UpdateAlpha(), IngameHudHeatBuffer::UpdateEffect(), BoatHud::UpdateSpeedPointer(), ScriptConsoleGeneralTab::UpdateTime(), BleedingIndicatorDropData::UpdateTransform(), HudDebugWinBase::UpdateValues() и ValueToBar().