92 {
93 float heatPermCoef = heatPermeabilityCoef;
94 heatPermCoef *= ent.GetHeatPermeabilityCoef();
96
97
98 if (ent.CanHaveTemperature() && !ent.IsSelfAdjustingTemperature())
99 {
101 if (Math.AbsFloat(temperatureDifference) >= GameConstants.TEMPERATURE_SENSITIVITY_THRESHOLD || !ent.IsFreezeThawProgressFinished())
102 ent.SetTemperatureEx(dta);
103 else
104 ent.RefreshTemperatureAccess(dta);
105 }
106
107
108 int inventoryAttCount = ent.GetInventory().AttachmentCount();
109 if (inventoryAttCount > 0)
110 {
112 for (int inAttIdx = 0; inAttIdx < inventoryAttCount; ++inAttIdx)
113 {
114 if (Class.CastTo(attachmentEnt,ent.GetInventory().GetAttachmentFromIndex(inAttIdx)))
115 {
117 }
118 }
119 }
120
121 if (ent.GetInventory().GetCargo())
122 {
123 int inventoryItemCount = ent.GetInventory().GetCargo().GetItemCount();
124 if (inventoryItemCount > 0)
125 {
127 for (int j = 0; j < inventoryItemCount; ++j)
128 {
129 if (Class.CastTo(cargoEnt,ent.GetInventory().GetCargo().GetItem(j)))
130 {
132 }
133 }
134 }
135 }
136 }
float m_HeatPermeabilityCoef
void UpdateVicinityTemperatureRecursive(EntityAI ent, TemperatureData dta, float heatPermeabilityCoef=1.0)