DayZ 1.27
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◆ Update()

void Environment::Update ( float pDelta)
inlineprivate

check if player is under roof (only if the Building check is false)

Updates data

Process temperatures

heat comfort calculation

Process item wetness/dryness

setting of wetness/dryiness of player

reset item wetness counter;

См. определение в файле Environment.c строка 190

191 {
192 if (m_Player && m_Initialized)
193 {
194 m_RoofCheckTimer += pDelta;
196 if ( m_RoofCheckTimer >= GameConstants.ENVIRO_TICK_ROOF_RC_CHECK )
197 {
198 if ( !IsInsideBuilding() )
200
202 }
203
204 m_Time += pDelta;
205 if (m_Time >= GameConstants.ENVIRO_TICK_RATE)
206 {
207 m_Time = 0;
208 m_WetDryTick++; // Sets whether it is time to add wetness to items and clothing
209
215
217
223
227 else
229
231 if (m_WetDryTick >= GameConstants.ENVIRO_TICKS_TO_WETNESS_CALCULATION)
232 {
233 if (IsWaterContact())
234 {
236 }
237 else if ((IsRaining() || (IsSnowing() && MiscGameplayFunctions.GetCombinedSnowfallWindValue() > SNOWFALL_WIND_COMBINED_THRESHOLD)) && !IsInsideBuilding() && !IsUnderRoof() && !IsChildOfType({Car}))
238 {
240 }
241 else
242 {
244 }
245
247 if ((m_ItemsWetnessMax < GameConstants.STATE_WET) && (m_Player.GetStatWet().Get() == 1))
248 {
249 m_Player.GetStatWet().Set(0);
250 }
251 else if ((m_ItemsWetnessMax >= GameConstants.STATE_WET) && (m_Player.GetStatWet().Get() == 0))
252 {
253 m_Player.GetStatWet().Set(1);
254 }
255
256 m_WetDryTick = 0;
258 }
259 }
260 }
261 }
void ProcessItemsWetness(array< int > pSlotIds)
Определения Environment.c:589
void CollectAndSetEnvironmentData()
Определения Environment.c:548
float m_RoofCheckTimer
keeps wetness of most wet item in player's possesion
Определения Environment.c:27
float m_Time
Определения Environment.c:46
void ProcessItemsInHandsTemperature()
Определения Environment.c:1098
ref array< int > m_SlotIdsComplete
Определения Environment.c:63
void CollectAndSetPlayerData()
Определения Environment.c:533
bool IsChildOfType(array< typename > typenames)
Определения Environment.c:295
void CheckWaterContact(out float pWaterLevel)
Определения Environment.c:359
bool IsWaterContact()
Определения Environment.c:280
void ProcessWetnessByWaterLevel(float pWaterLevel)
process attachments by water depth
Определения Environment.c:576
float m_WetDryTick
Определения Environment.c:25
ref array< int > m_BodyParts
Определения Environment.c:69
void ProcessTemperatureSources()
Определения Environment.c:1319
float m_WaterLevel
Определения Environment.c:54
const float SNOWFALL_WIND_COMBINED_THRESHOLD
Определения Environment.c:18
void CheckUnderRoof()
Checks whether Player is sheltered.
Определения Environment.c:337
void SetHeatcomfortDirectly()
Определения Environment.c:951
void ProcessItemsTemperature(array< int > pBodyPartIds)
go through all items in player's possession cool/warm them to neutral temperature
Определения Environment.c:1070
bool IsRaining()
Определения Environment.c:309
ref array< int > m_FeetParts
Определения Environment.c:70
bool DetermineHeatcomfortBehavior()
Определения Environment.c:319
bool IsSnowing()
Определения Environment.c:314
void GatherTemperatureSources()
Определения Environment.c:1288
bool m_Initialized
Определения Environment.c:82
PlayerBase m_Player
Определения Environment.c:30
void ProcessItemsDryness()
Определения Environment.c:624
bool IsUnderRoof()
Определения Environment.c:275
void ProcessHeatComfort()
Calculates and process player's heatcomfort related to body parts.
Определения Environment.c:837
ref array< int > m_HeadParts
Определения Environment.c:68
bool IsInsideBuilding()
Определения Environment.c:285
float m_ItemsWetnessMax
Определения Environment.c:26

Перекрестные ссылки CheckUnderRoof(), CheckWaterContact(), CollectAndSetEnvironmentData(), CollectAndSetPlayerData(), DetermineHeatcomfortBehavior(), GameConstants::ENVIRO_TICK_RATE, GameConstants::ENVIRO_TICK_ROOF_RC_CHECK, GameConstants::ENVIRO_TICKS_TO_WETNESS_CALCULATION, GatherTemperatureSources(), IsChildOfType(), IsInsideBuilding(), IsRaining(), IsSnowing(), IsUnderRoof(), IsWaterContact(), m_BodyParts, m_FeetParts, m_HeadParts, m_Initialized, m_ItemsWetnessMax, m_Player, m_RoofCheckTimer, m_SlotIdsComplete, m_Time, m_WaterLevel, m_WetDryTick, ProcessHeatComfort(), ProcessItemsDryness(), ProcessItemsInHandsTemperature(), ProcessItemsTemperature(), ProcessItemsWetness(), ProcessTemperatureSources(), ProcessWetnessByWaterLevel(), SetHeatcomfortDirectly(), SNOWFALL_WIND_COMBINED_THRESHOLD и GameConstants::STATE_WET.