player is getting wet by movement/swimming in water (+differentiate wetDelta by water level)
player is drying
См. определение в файле Environment.c строка 479
480 {
481 float wetDelta = 0;
483 {
486 {
487 wetDelta = 1;
488 }
490 {
491 wetDelta = 0.66;
492 }
494 {
495 wetDelta = 0.66;
496 }
498 {
499 wetDelta = 0.33;
500 }
501 }
503 {
505 wetDelta = GameConstants.ENVIRO_WET_INCREMENT * GameConstants.ENVIRO_TICKS_TO_WETNESS_CALCULATION * (
m_Rain) * (1 + (GameConstants.ENVIRO_WIND_EFFECT *
m_Wind));
506
508 wetDelta = GameConstants.ENVIRO_WET_INCREMENT * GameConstants.ENVIRO_TICKS_TO_WETNESS_CALCULATION * (
m_Snowfall -
SNOWFALL_LIMIT_LOW) * GameConstants.ENVIRO_SNOW_WET_COEF * (1 + (GameConstants.ENVIRO_WIND_EFFECT *
m_Wind));
509 }
510 else
511 {
514
515 float weatherEffect = ((1 - (
m_Fog * GameConstants.ENVIRO_FOG_DRY_EFFECT))) * (1 - (
m_Clouds * GameConstants.ENVIRO_CLOUD_DRY_EFFECT));
516 if (weatherEffect <= 0)
517 {
518 weatherEffect = 1.0;
519 }
520
521 wetDelta = -(GameConstants.ENVIRO_DRY_INCREMENT * weatherEffect * tempEffect);
523 {
524 wetDelta *= 1 + (GameConstants.ENVIRO_WIND_EFFECT *
m_Wind);
525 }
526 }
527
528 return wetDelta;
529 }
bool IsChildOfType(array< typename > typenames)
const float SNOWFALL_LIMIT_LOW
const float WATER_LEVEL_HIGH
float GetEnvironmentTemperature()
const float SNOWFALL_WIND_COMBINED_THRESHOLD
float m_Rain
target value of heatcomfort (non-buffered)
const float WATER_LEVEL_NONE
const float WATER_LEVEL_MID
const float WATER_LEVEL_LOW
Перекрестные ссылки GameConstants::ENVIRO_CLOUD_DRY_EFFECT, GameConstants::ENVIRO_DRY_INCREMENT, GameConstants::ENVIRO_FOG_DRY_EFFECT, GameConstants::ENVIRO_SNOW_WET_COEF, GameConstants::ENVIRO_TICKS_TO_WETNESS_CALCULATION, GameConstants::ENVIRO_WET_INCREMENT, GameConstants::ENVIRO_WIND_EFFECT, GetEnvironmentTemperature(), IsChildOfType(), IsInsideBuilding(), IsRaining(), IsSnowing(), IsUnderRoof(), IsWaterContact(), m_Clouds, m_Fog, m_PlayerHeat, m_Rain, m_Snowfall, m_WaterLevel, m_Wind, Math::Max(), SNOWFALL_LIMIT_LOW, SNOWFALL_WIND_COMBINED_THRESHOLD, WATER_LEVEL_HIGH, WATER_LEVEL_LOW, WATER_LEVEL_MID и WATER_LEVEL_NONE.
Используется в ApplyWetnessToItem() и GetDebugMessage().