4 {
5 float distanceToTemperatureSource;
6
7 foreach (
Object nearestObject : nearestObjects)
8 {
11
13 if (nearestItem && nearestItem.HasWetness() && nearestItem != pSettings.
m_Parent && !nearestItem.IsInherited(Man) && !nearestItem.IsUniversalTemperatureSource())
14 {
15 distanceToTemperatureSource = vector.Distance(nearestItem.GetPosition(), position);
16 distanceToTemperatureSource = Math.Max(distanceToTemperatureSource, 0.001);
17 distanceToTemperatureSource = 1 / distanceToTemperatureSource;
18 distanceToTemperatureSource = Math.Clamp(distanceToTemperatureSource, 0.0, 1.0);
19
20 float dryValue = 0;
21
22 if (nearestItem.GetWet() >= GameConstants.STATE_DAMP)
23 {
25 Math.Clamp(dryValue, nearestItem.GetWetMin(), nearestItem.GetWetMax());
26 nearestItem.AddWet(dryValue);
27 }
28
29 array<EntityAI> cargoEntities = new array<EntityAI>();
31 foreach (
EntityAI cargoEntity : cargoEntities)
32 {
34 if (cargoItem)
35 {
36 dryValue = 0;
37 if (cargoItem.GetWet() >= GameConstants.STATE_DAMP)
38 {
40 Math.Clamp(dryValue, cargoItem.GetWetMin(), cargoItem.GetWetMax());
41 cargoItem.AddWet(dryValue);
42 }
43 }
44 }
45 }
46 }
47 }
class GP5GasMask extends MaskBase ItemBase
float m_ItemDryModifier
maximum range where the receiver can get some temperature
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal