DayZ 1.27
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◆ GetDebugMessage()

string Environment::GetDebugMessage ( )
inlineprotected

debug

См. определение в файле Environment.c строка 1457

1458 {
1459 string message;
1460 message += "Player stats";
1461 message += "\nHeat comfort(target): " + GetTargetHeatComfort().ToString();
1462 message += "\nHeat comfort(dynamic): " + m_HeatComfort.ToString();
1463
1464 int liquidType;
1465 string impact, surfaceType;
1466 g_Game.SurfaceUnderObjectExCorrectedLiquid(m_Player, surfaceType, impact, liquidType);
1467
1468 message += "\nInside: " + IsInsideBuilding().ToString();
1469 message += "\nSurface: " + surfaceType;
1470 message += "\nLiquid: " + liquidType;
1471 message += "\nUnder roof: " + m_IsUnderRoof.ToString() + " (" + GetNextRoofCheck() + ")";
1473 {
1474 message += "\nWater Level: " + m_WaterLevel;
1475 }
1476
1477 message += "\n\nWeather stats";
1478 message += "\nEnv temperature (base): " + m_WorldData.GetBaseEnvTemperature().ToString();
1479 message += "\nEnv temperature (height corrected): " + m_WorldData.GetBaseEnvTemperatureAtObject(m_Player);
1480 message += "\nEnv temperature (modified): " + m_EnvironmentTemperature.ToString();
1481 message += "\nWind: " + m_Wind.ToString() + " (x" + GetWindModifierPerSurface() + ")";
1482 message += "\nRain: " + m_Rain.ToString();
1483 message += "\nSnow: " + m_Snowfall.ToString();
1484 message += "\nDatetime: " + WorldDataDaytime.ToString(m_DayOrNight);
1485 message += "\nFog: " + m_Fog.ToString();
1486 message += "\nClouds: " + m_Clouds.ToString();
1487 message += "\nWet delta: " + GetWetDelta().ToString();
1488
1489 return message;
1490 }
DayZGame g_Game
Определения DayZGame.c:3868
float m_Clouds
Определения Environment.c:44
float m_Wind
Определения Environment.c:41
WorldData m_WorldData
Определения Environment.c:72
float m_Fog
Определения Environment.c:42
bool IsWaterContact()
Определения Environment.c:280
float m_DayOrNight
Определения Environment.c:43
float m_EnvironmentTemperature
Определения Environment.c:45
float m_WaterLevel
Определения Environment.c:54
float m_Rain
target value of heatcomfort (non-buffered)
Определения Environment.c:39
const float WATER_LEVEL_NONE
Определения Environment.c:23
float GetWetDelta()
Определения Environment.c:479
PlayerBase m_Player
Определения Environment.c:30
float GetWindModifierPerSurface()
Определения Environment.c:420
float m_HeatComfort
Определения Environment.c:35
float m_Snowfall
Определения Environment.c:40
int GetNextRoofCheck()
Определения Environment.c:1492
bool m_IsUnderRoof
Определения Environment.c:55
float GetTargetHeatComfort()
Определения Environment.c:433
bool IsInsideBuilding()
Определения Environment.c:285
string ToString()
Определения EnConvert.c:3
proto string ToString(bool simple=true)
static proto string ToString(void var, bool type=false, bool name=false, bool quotes=true)
Return string representation of variable.

Перекрестные ссылки g_Game, GetNextRoofCheck(), GetTargetHeatComfort(), GetWetDelta(), GetWindModifierPerSurface(), IsInsideBuilding(), IsWaterContact(), m_Clouds, m_DayOrNight, m_EnvironmentTemperature, m_Fog, m_HeatComfort, m_IsUnderRoof, m_Player, m_Rain, m_Snowfall, m_WaterLevel, m_Wind, m_WorldData, bool::ToString(), float::ToString(), WorldDataDaytime::ToString() и WATER_LEVEL_NONE.