95 {
96 float heatPermCoef = heatPermeabilityCoef;
97 heatPermCoef *= ent.GetHeatPermeabilityCoef();
99
100
101 if (ent.CanHaveTemperature() && !ent.IsSelfAdjustingTemperature())
102 {
104 if (Math.AbsFloat(temperatureDifference) >= GameConstants.TEMPERATURE_SENSITIVITY_THRESHOLD || !ent.IsFreezeThawProgressFinished())
105 ent.SetTemperatureEx(dta);
106 else
107 ent.RefreshTemperatureAccess(dta);
108 }
109
110
111 int inventoryAttCount = ent.GetInventory().AttachmentCount();
112 for (int inAttIdx = 0; inAttIdx < inventoryAttCount; ++inAttIdx)
113 {
115 if (Class.CastTo(attachmentEnt,ent.GetInventory().GetAttachmentFromIndex(inAttIdx)))
116 {
118 }
119 }
120
121 CargoBase cargo = ent.GetInventory().GetCargo();
122 if (cargo)
123 {
125 for (int j = 0; j < inventoryItemCount; ++j)
126 {
128 if (Class.CastTo(cargoEnt, cargo.
GetItem(j)))
129 {
131 }
132 }
133 }
134 }
proto native int GetItemCount()
proto native EntityAI GetItem(int index)
float m_HeatPermeabilityCoef
void UpdateVicinityTemperatureRecursive(EntityAI ent, TemperatureData dta, float heatPermeabilityCoef=1.0)