139 {
142
145 pos = pSettings.
m_Parent.GetPosition();
146
147
149
150
151 vector minPos = pos -
Vector(halfRange, halfRange / 2, halfRange);
152 vector maxPos = pos +
Vector(halfRange, halfRange / 2, halfRange);
153
154 array<EntityAI> nearestObjects = {};
156
157 for (int i = nearestObjects.Count() - 1; i >= 0; --i)
158 {
159 EntityAI entity = nearestObjects[i];
160 if (entity)
161 {
162 vector objPos = entity.GetPosition();
163 float distance = vector.Distance(objPos, pos);
165 nearestObjects.Remove(i);
166 }
167 }
168
169 if (nearestObjects.Count() > 0)
170 {
173 }
174 }
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.