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)