37 {
38 super.Init();
39
40
45
46 int tempIdx;
47 m_MinTemps = {-7,-7.4,-4.1,1.5,7,11.3,20.4,19.1,18,5.3,0.8,-3.6};
48 if (CfgGameplayHandler.GetEnvironmentMinTemps() && CfgGameplayHandler.GetEnvironmentMinTemps().Count() == 12)
49 {
50 for (tempIdx = 0; tempIdx < CfgGameplayHandler.GetEnvironmentMinTemps().
Count(); tempIdx++)
51 {
52 m_MinTemps[tempIdx] = CfgGameplayHandler.GetEnvironmentMinTemps().Get(tempIdx);
53 }
54 }
55
56 m_MaxTemps = {-2.5,-2.1,2.3,9,15.5,19.4,25,22,21,10.5,4.2,0.1};
57 if (CfgGameplayHandler.GetEnvironmentMaxTemps() && CfgGameplayHandler.GetEnvironmentMaxTemps().Count() == 12)
58 {
59 for (tempIdx = 0; tempIdx < CfgGameplayHandler.GetEnvironmentMaxTemps().
Count(); tempIdx++)
60 {
61 m_MaxTemps[tempIdx] = CfgGameplayHandler.GetEnvironmentMaxTemps().Get(tempIdx);
62 }
63 }
64
66
70
72
74 {
76
78
79 {
80 float startingOvercast = Math.RandomFloat(0.2,0.75);
81 m_Weather.GetOvercast().Set(startingOvercast,0,5);
83 }
84 }
85
86
87 }
override void CalculateVolFog(float lerpValue, float windMagnitude, float changeTime)
static const ref array< vector > LIVONIA_ARTY_STRIKE_POS
ref WorldDataWeatherSettings m_WeatherDefaultSettings
ref array< vector > m_FiringPos
float m_TemperaturePerHeightReductionModifier
directly accesible (defined/overriden in Init())
float m_CloudsTemperatureEffectModifier
amount of °C reduced for each 100 meteres of height above water level
float m_UniversalTemperatureSourceCapModifier
proto native CGame GetGame()