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void | Environment (PlayerBase pPlayer) |
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void | Init () |
| Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
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void | Update (float pDelta) |
| Main loop that runs calculations for various Environment parts (wetness, heatcomfort, watercontact, etc.)
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bool | IsTemperatureSet () |
| For safe-guards, waiting for the proper temperature to be set.
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float | GetPlayerHeat () |
| Character's heat (calculated from movement speed multiplied by constant)
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bool | IsUnderRoof () |
| Is character under roof (periodically checked - GameConstants.ENVIRO_TICK_ROOF_RC_CHECK). Runs when player is not inside of building.
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bool | IsInsideBuilding () |
| Is character inside building? (periodically checked - GameConstants.ENVIRO_TICK_ROOF_RC_CHECK).
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bool | IsWaterContact () |
| Is character in contact with water body? (periodically checked - GameConstants.ENVIRO_TICK_RATE).
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bool | IsChildOfType (array< typename > typenames) |
| Returns true if character is child of given parent type(s)
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bool | IsUnderRoofBuilding () |
| Is character under building's roof (periodically checked - GameConstants.ENVIRO_TICK_ROOF_RC_CHECK). There might be situations where the surface under is external, but character is inside building.
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bool | IsRaining () |
| Rain phenomenon actual value > RAIN_LIMIT_LOW.
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bool | IsSnowing () |
| Snowfall phenomenon actual value > SNOWFALL_LIMIT_LOW.
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bool | DetermineHeatcomfortBehavior () |
| Changes Heat Comfort curve behavior based on where the character is.
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void | CheckUnderRoof () |
| Checks whether character is sheltered and sets the information.
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void | CheckWaterContact (out float pWaterLevel) |
| Checks player's contanct with water.
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float | GetWindModifierPerSurface () |
| Wind intensity (influence) modifier of temperature value.
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float | GetTemperature () |
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float | GetTargetHeatComfort () |
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float | GetEnvironmentTemperature () |
| Calculations of temperarute for different situations.
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float | GetWetDelta () |
| Calculates soaking/drying delta based on character's location and weather.
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void | CollectAndSetPlayerData () |
| Sets character related value for furher use.
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void | CollectAndSetEnvironmentData () |
| Sets actual weather related values for further use (rain, snow, wind, etc.)
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void | SetEnvironmentTemperature () |
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void | SetAreaGenericColdness () |
| Determines whether player is in cold area which restricts use of some actions (digging)
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void | ProcessWetnessByWaterLevel (float pWaterLevel) |
| Processes items wetness in player possession based on the current water level (the character is in)
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void | ProcessItemsWetness (array< int > pSlotIds) |
| Soak items at specific Slot ID(s)
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void | ApplyWetnessToItem (ItemBase pItem) |
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void | ProcessItemsDryness () |
| Dry items in player possession.
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void | ApplyDrynessToItem (ItemBase pItem) |
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void | ApplyDrynessToItemEx (ItemBase pItem, EnvironmentDrynessData pDrynessData) |
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void | ProcessHeatComfort () |
| Calculates and process player's heatcomfort related to defined body parts.
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void | SetTargetHeatComfort (float value) |
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void | SetHeatcomfortDirectly () |
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void | ProcessHeatBuffer (EnvironmentSnapshotData data) |
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float | GetApplicableHeatbuffer () |
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void | ProcessItemsTemperature (array< int > pBodyPartIds) |
| Iterate through items in player posession (by given body parts) and cool/warm them to neutral temparature.
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void | ProcessItemsInHandsTemperature () |
| Process temperature of item in character hands and cool/warm it to neutral temparature.
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void | ProcessItemHierarchyRecursive (ItemBase item, float heatPermeabilityCoef=1.0) |
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void | SetProcessedItemTemperature (ItemBase item, float heatPermeabilityCoef=1.0) |
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float | EnvTempToCoef (float pTemp) |
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void | BodyPartHeatProperties (int pBodyPartId, float pCoef, out float pHeatComfort, out float pHeat) |
| Iterate through given body part and calculates heatcofort and item heat value.
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float | NakedBodyPartHeatComfortPenalty (int pBodyPartSlotId, float pCoef) |
| Calculates penalty value for heatcomfort - this simulates uncovered body part reaction.
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void | GatherTemperatureSources () |
| Checks characters proximity for usable Universal Temperature Sources and register them.
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void | ProcessTemperatureSources () |
| Processes registered UTSources and calculates resulting m_UTSAverageTemperature.
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void | SetItemHeatingCoef (float val) |
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void | OnTemperatureSourcesEnter () |
| Event fired when characters enters into UTSource proximity.
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void | OnTemperatureSourcesLeft () |
| Event fired when characters leave the UTSource proximity.
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float | GetUniversalSourcesTemperageAverage () |
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float | CalcTemperatureFromTemperatureSource (notnull UTemperatureSource uts) |
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string | GetDebugMessage () |
| debug
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int | GetNextRoofCheck () |
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float | GetWaterLevel () |
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bool | IsNeutralTemperature (float temperature, float lowerLimit=GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT, float upperLimit=GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT) |
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float | NormalizedTemperature (float temperature, float lowerLimit=GameConstants.ENVIRO_LOW_TEMP_LIMIT, float upperLimit=GameConstants.ENVIRO_HIGH_TEMP_LIMIT) |
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void | Init (PlayerBase pPlayer) |
| used for calculations before the data modification
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bool | OverridenHeatComfort (out float value) |
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void | AddToEnvironmentTemperature (float pTemperature) |
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void | ProcessItemsHeat () |
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void | ProcessWetnessByRain () |
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float | GetTemperatureHeightCorrection () |
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void | BodyPartHeatProperties (array< int > pBodyPartIds, float pCoef, out float pHeatComfort, out float pHeat) |
| returns weighted avg heat comfort for bodypart
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void | SetEnvironmentSnapshotData () |
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void | ProcessHeatBuffer (float heatComfortCloths) |
| backward compatibility [<1.27]
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float | WindEffectTemperatureValue (float temperatureInput) |
| backward compatibility [<1.28]
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float | GetDayOrNight () |
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bool | IsInsideVehicle () |
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