Calculations of temperarute for different situations.
518 {
520
522 {
524 temperature = waterBodyTemperature -
m_WorldData.m_WaterContactTemperatureModifier;
525
526 return temperature;
527 }
528
530 {
531 temperature +=
m_WorldData.m_TemperatureInsideBuildingsModifier;
532 }
534 {
536 return temperature;
537 }
539 {
542 }
543 else
544 {
547 }
548
549
552
553 return temperature;
554 }
EEnvironmentTemperatureComponent
bool IsChildOfType(array< typename > typenames)
Returns true if character is child of given parent type(s)
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_UTSAverageTemperature
float GetWindModifierPerSurface()
Wind intensity (influence) modifier of temperature value.
bool IsUnderRoof()
Is character under roof (periodically checked - GameConstants.ENVIRO_TICK_ROOF_RC_CHECK)....
bool m_IsUnderRoofBuilding
float WindEffectTemperatureValue(float temperatureInput)
backward compatibility [<1.28]
const float ENVIRO_TEMPERATURE_UNDERROOF_COEF
increases temp inside vehicles
const float ENVIRO_TEMPERATURE_INSIDE_VEHICLE_COEF
heat entity generates if not moving
static proto float AbsFloat(float f)
Returns absolute value.