DayZ 1.27
DayZ Explorer by KGB
 
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Класс Environment

Защищенные члены

float GetPlayerHeat ()
 Returns heat player generated based on player's movement speed (for now)
 
bool IsUnderRoof ()
 
bool IsWaterContact ()
 
bool IsInsideBuilding ()
 
bool IsInsideVehicle ()
 
bool IsRaining ()
 
bool IsSnowing ()
 
bool DetermineHeatcomfortBehavior ()
 
void CheckUnderRoof ()
 Checks whether Player is sheltered.
 
void CheckWaterContact (out float pWaterLevel)
 
float GetWindModifierPerSurface ()
 
float GetTemperature ()
 
float GetTargetHeatComfort ()
 
float GetEnvironmentTemperature ()
 
float GetWetDelta ()
 
void CollectAndSetPlayerData ()
 
void CollectAndSetEnvironmentData ()
 
void SetEnvironmentTemperature ()
 
void SetAreaGenericColdness ()
 Determines whether player is in cold area which restricts use of some actions (digging)
 
void ProcessWetnessByWaterLevel (float pWaterLevel)
 process attachments by water depth
 
void ProcessItemsWetness (array< int > pSlotIds)
 
void ProcessItemsDryness ()
 
void ApplyWetnessToItem (ItemBase pItem)
 
void ApplyDrynessToItem (ItemBase pItem)
 
void ApplyDrynessToItemEx (ItemBase pItem, EnvironmentDrynessData pDrynessData)
 
void ProcessHeatComfort ()
 Calculates and process player's heatcomfort related to body parts.
 
void SetTargetHeatComfort (float value)
 
void SetHeatcomfortDirectly ()
 
void ProcessHeatBuffer (EnvironmentSnapshotData data)
 
float GetApplicableHeatbuffer ()
 
void ProcessItemsTemperature (array< int > pBodyPartIds)
 go through all items in player's possession cool/warm them to neutral temperature
 
void ProcessItemsInHandsTemperature ()
 
void ProcessItemHierarchyRecursive (ItemBase item, float heatPermeabilityCoef=1.0)
 
void SetProcessedItemTemperature (ItemBase item, float heatPermeabilityCoef=1.0)
 
float EnvTempToCoef (float pTemp)
 
void BodyPartHeatProperties (int pBodyPartId, float pCoef, out float pHeatComfort, out float pHeat)
 returns enhanced heat comfort for given body part
 
float NakedBodyPartHeatComfortPenalty (int pBodyPartSlotId, float pCoef)
 
void GatherTemperatureSources ()
 
void SetItemHeatingCoef (float val)
 
void ProcessTemperatureSources ()
 
void OnTemperatureSourcesEnter ()
 
void OnTemperatureSourcesLeft ()
 
float GetUniversalSourcesTemperageAverage ()
 
float CalcTemperatureFromTemperatureSource (notnull UTemperatureSource uts)
 
string GetDebugMessage ()
 debug
 
int GetNextRoofCheck ()
 
float GetWaterLevel ()
 
void Init (PlayerBase pPlayer)
 used for calculations before the data modification
 
bool OverridenHeatComfort (out float value)
 
void AddToEnvironmentTemperature (float pTemperature)
 
void ProcessItemsHeat ()
 
void ProcessWetnessByRain ()
 
float GetTemperatureHeightCorrection ()
 
void BodyPartHeatProperties (array< int > pBodyPartIds, float pCoef, out float pHeatComfort, out float pHeat)
 returns weighted avg heat comfort for bodypart
 
void SetEnvironmentSnapshotData ()
 
void ProcessHeatBuffer (float heatComfortCloths)
 backward compatibility [<1.27]
 
float WindEffectTemperatureValue (float temperatureInput)
 backward compatibility [<1.28]
 
float GetDayOrNight ()
 

Защищенные данные

const float SNOWFALL_LIMIT_LOW = 0.5
 
const float SNOWFALL_WIND_COMBINED_THRESHOLD = 1.3
 
const float WATER_LEVEL_HIGH = 1.5
 
const float WATER_LEVEL_MID = 1.2
 
const float WATER_LEVEL_LOW = 0.5
 
const float WATER_LEVEL_NONE = 0.15
 
float m_WetDryTick
 
float m_ItemsWetnessMax
 
float m_RoofCheckTimer
 keeps wetness of most wet item in player's possesion
 
PlayerBase m_Player
 
float m_PlayerHeightPos
 
float m_PlayerSpeed
 
float m_PlayerTemperature
 
float m_PlayerHeat
 
float m_HeatComfort
 
float m_TargetHeatComfort
 player's heatcomfort (buffered, stored in player stats)
 
float m_Rain = 0
 target value of heatcomfort (non-buffered)
 
float m_Snowfall = 0
 
float m_Wind = 0
 
float m_Fog = 0
 
float m_DayOrNight = 0
 
float m_Clouds = 0
 
float m_EnvironmentTemperature
 
float m_Time = 0
 
string m_SurfaceType
 
int m_LiquidType
 
float m_ItemTemperatureCoef
 
float m_WaterLevel
 
bool m_IsUnderRoof
 
bool m_IsInWater
 
bool m_IsTempSet
 
float m_HeatBufferTimer
 
float m_HeatBufferCapPrevious
 reused as state toggle
 
ref array< intm_SlotIdsComplete
 
ref array< intm_SlotIdsUpper
 
ref array< intm_SlotIdsBottom
 
ref array< intm_SlotIdsLower
 
ref array< intm_HeadParts
 
ref array< intm_BodyParts
 
ref array< intm_FeetParts
 
WorldData m_WorldData
 
bool m_HasTemperatureSources
 
float m_UTSAverageTemperature
 
ref array< UTemperatureSource > m_UTemperatureSources
 
ref SimpleMovingAverage< floatm_UTSAverageTemperatureBuffer
 
ref SimpleMovingAverage< floatm_AverageHeatComfortBuffer
 
int m_HeatComfortBehaviorCategory
 
float m_HeatSourceTemp
 DEPRECATED.
 
ref SimpleMovingAverage< floatm_WindAverageBuffer
 
ref EnvironmentSnapshotData m_EnvironmentSnapshot
 

Закрытые члены

void Environment (PlayerBase pPlayer)
 
void Init ()
 
void Update (float pDelta)
 
bool IsTemperatureSet ()
 
bool IsChildOfType (array< typename > typenames)
 
bool IsUnderRoofBuilding ()
 
bool IsNeutralTemperature (float temperature, float lowerLimit=GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT, float upperLimit=GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT)
 
float NormalizedTemperature (float temperature, float lowerLimit=GameConstants.ENVIRO_LOW_TEMP_LIMIT, float upperLimit=GameConstants.ENVIRO_HIGH_TEMP_LIMIT)
 
void LogDryWetProcess (string message, bool indented=false)
 
void LogItemHeat (string message, bool indented=false)
 

Закрытые данные

const float RAIN_LIMIT_LOW = 0.05
 
bool m_IsUnderRoofBuilding
 
bool m_Initialized
 

Подробное описание

См. определение в файле Environment.c строка 13