1664 {
1665 string message;
1666 message += "Player stats";
1668 message +=
"\nHeat comfort(dynamic): " +
m_HeatComfort.ToString();
1669
1670 int liquidType;
1671 string impact, surfaceType;
1672 g_Game.SurfaceUnderObjectExCorrectedLiquid(
m_Player, surfaceType, impact, liquidType);
1673
1675 message += "\nSurface: " + surfaceType;
1676 message += "\nLiquid: " + liquidType;
1679 {
1681 }
1682
1683 message += "\n\nWeather stats";
1684 message +=
"\nEnv temperature (base): " +
m_WorldData.GetBaseEnvTemperature().ToString();
1685 message +=
"\nEnv temperature (height corrected): " +
m_WorldData.GetBaseEnvTemperatureAtObject(
m_Player);
1688 message +=
"\nRain: " +
m_Rain.ToString();
1689 message +=
"\nSnow: " +
m_Snowfall.ToString();
1691 message +=
"\nFog: " +
m_Fog.ToString();
1692 message +=
"\nClouds: " +
m_Clouds.ToString();
1694
1695 return message;
1696 }
bool IsWaterContact()
Is character in contact with water body? (periodically checked - GameConstants.ENVIRO_TICK_RATE).
bool IsInsideBuilding()
Is character inside building? (periodically checked - GameConstants.ENVIRO_TICK_ROOF_RC_CHECK).
float m_EnvironmentTemperature
float GetWindModifierPerSurface()
Wind intensity (influence) modifier of temperature value.
float m_Rain
target value of heatcomfort (non-buffered)
const float WATER_LEVEL_NONE
float GetWetDelta()
Calculates soaking/drying delta based on character's location and weather.
float GetTargetHeatComfort()
static string ToString(int value)
proto string ToString(bool simple=true)