Calculations of temperarute for different situations.
521 {
523
525 {
527 temperature = waterBodyTemperature -
m_WorldData.m_WaterContactTemperatureModifier;
528
529 return temperature;
530 }
531
533 {
534 temperature +=
m_WorldData.m_TemperatureInsideBuildingsModifier;
535 }
537 {
539 return temperature;
540 }
542 {
545 }
546 else
547 {
550 }
551
553 if (temperaturesDiff * (temperaturesDiff - temperature) > 0.0)
555
556 return temperature;
557 }
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.