45 {
46 if (!player.m_AgentPool.GetTemporaryResistance(
eAgents.INFLUENZA))
47 {
48 float heatcomfort = player.GetStatHeatComfort().Get();
49 if (heatcomfort < PlayerConstants.THRESHOLD_HEAT_COMFORT_MINUS_WARNING)
50 {
51 float subtractTimeModifier;
53
54 if (heatcomfort <= PlayerConstants.THRESHOLD_HEAT_COMFORT_MINUS_WARNING && heatcomfort > PlayerConstants.THRESHOLD_HEAT_COMFORT_MINUS_CRITICAL)
56 else if (heatcomfort <= PlayerConstants.THRESHOLD_HEAT_COMFORT_MINUS_CRITICAL && heatcomfort > PlayerConstants.THRESHOLD_HEAT_COMFORT_MINUS_EMPTY)
58 else if (heatcomfort <= PlayerConstants.THRESHOLD_HEAT_COMFORT_MINUS_EMPTY)
60
61 float subtractTimeModified = subtractTimeRandomized * subtractTimeModifier;
62
65 {
68
69 return true;
70 }
71
73 }
74 else
75 {
78 }
79 }
80
81 return false;
82 }
const int CONTRACT_TIME_THRESHOLD_MAX
min value of time [s] for subtraction from MAX_TIME_TO_CONTRACT (used for randomization)
const int MAX_TIME_TO_CONTRACT
const float CONTRACT_HEATCOMFORT_MODIFIER[3]
const int CONTRACT_TIME_THRESHOLD_MIN
at this time [s], character will contract the disease
int m_TimeToContract
max value of time [s] for subtraction from MAX_TIME_TO_CONTRACT (used for randomization)