1657 {
1658 string message;
1659 message += "Player stats";
1661 message +=
"\nHeat comfort(dynamic): " +
m_HeatComfort.ToString();
1662
1663 int liquidType;
1664 string impact, surfaceType;
1665 g_Game.SurfaceUnderObjectExCorrectedLiquid(
m_Player, surfaceType, impact, liquidType);
1666
1668 message += "\nSurface: " + surfaceType;
1669 message += "\nLiquid: " + liquidType;
1672 {
1674 }
1675
1676 message += "\n\nWeather stats";
1677 message +=
"\nEnv temperature (base): " +
m_WorldData.GetBaseEnvTemperature().ToString();
1678 message +=
"\nEnv temperature (height corrected): " +
m_WorldData.GetBaseEnvTemperatureAtObject(
m_Player);
1681 message +=
"\nRain: " +
m_Rain.ToString();
1682 message +=
"\nSnow: " +
m_Snowfall.ToString();
1684 message +=
"\nFog: " +
m_Fog.ToString();
1685 message +=
"\nClouds: " +
m_Clouds.ToString();
1687
1688 return message;
1689 }
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)