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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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