137 {
140
143 pos = pSettings.
m_Parent.GetPosition();
144
145
147
148
149 vector minPos = pos -
Vector(halfRange, halfRange / 2, halfRange);
150 vector maxPos = pos +
Vector(halfRange, halfRange / 2, halfRange);
151
152 array<EntityAI> nearestObjects = {};
154
155 for (int i = nearestObjects.Count() - 1; i >= 0; --i)
156 {
157 EntityAI entity = nearestObjects[i];
158 if (entity)
159 {
160 vector objPos = entity.GetPosition();
161 float distance = vector.Distance(objPos, pos);
163 nearestObjects.Remove(i);
164 }
165 }
166
167 if (nearestObjects.Count() > 0)
168 {
171 }
172 }
void DayZPlayerUtils()
cannot be instantiated
override void WarmAndCoolItemsInVicinity(UniversalTemperatureSourceSettings pSettings, vector position, out notnull array< EntityAI > nearestObjects)
override void DryItemsInVicinity(UniversalTemperatureSourceSettings pSettings, vector position, out notnull array< EntityAI > nearestObjects)
vector m_Position
if the stats can be overriden by coefficient/variables from WorldData (currently TemperatureCap only)
float m_TemperatureCap
used to determine speed of temperature change, and some temperature subsystems
float m_RangeMax
range where the full temperature is given to receiver
float m_TemperatureItemCap
how often the Update is ticking
proto native vector Vector(float x, float y, float z)
Vector constructor from components.