DayZ 1.27
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◆ ProcessItemsWetness()

void Environment::ProcessItemsWetness ( array< int > pSlotIds)
inlineprotected

См. определение в файле Environment.c строка 589

590 {
591 EntityAI attachment;
592
593 int playerAttachmentCount = m_Player.GetInventory().AttachmentCount();
594
595 LogDryWetProcess(string.Format("Environment :: ProcessItemsWetness (update interval=%1s)", GameConstants.ENVIRO_TICK_RATE));
596 for (int attIdx = 0; attIdx < playerAttachmentCount; ++attIdx)
597 {
598 attachment = m_Player.GetInventory().GetAttachmentFromIndex(attIdx);
599 if (attachment.IsItemBase())
600 {
601 int attachmentSlotsCount = attachment.GetInventory().GetSlotIdCount();
602 for (int attachmentSlotId = 0; attachmentSlotId < attachmentSlotsCount; ++attachmentSlotId)
603 {
604 int attachmentSlot = attachment.GetInventory().GetSlotId(attachmentSlotId);
605 for (int i = 0; i < pSlotIds.Count(); ++i)
606 {
607 if (attachmentSlot == pSlotIds.Get(i))
608 {
609 ApplyWetnessToItem(ItemBase.Cast(attachment));
610 break;
611 }
612 }
613 }
614 }
615 }
616
617 if (m_Player.GetItemInHands())
618 ApplyWetnessToItem(m_Player.GetItemInHands());
619
620 LogDryWetProcess("==========");
621
622 }
class LogManager EntityAI
class GP5GasMask extends MaskBase ItemBase
PlayerBase m_Player
Определения Environment.c:30
void ApplyWetnessToItem(ItemBase pItem)
Определения Environment.c:662
void LogDryWetProcess(string message, bool indented=false)
Определения Environment.c:1530

Перекрестные ссылки ApplyWetnessToItem(), GameConstants::ENVIRO_TICK_RATE, LogDryWetProcess() и m_Player.

Используется в ProcessWetnessByRain(), ProcessWetnessByWaterLevel() и Update().