187 {
190 waterStat.Add(-WATER_DRAIN_FROM_FEVER_ST3 * deltaT);
191
192 float thermalBias = player.GetThermalBiasHandler().Get();
193
195 float chance =
Math.
Lerp(VOMIT_OCCURRENCES_MIN, VOMIT_OCCURRENCES_MAX, thermalBiasRemapped);
196 chance = (chance / 900) * deltaT;
197
199 {
200 SymptomBase symptom = player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
201 if (symptom)
202 {
205
206 if (waterStat.Get() > WATER_DRAIN_FROM_VOMIT)
207 waterStat.Add(-1 * WATER_DRAIN_FROM_VOMIT);
208 if (energyStat.Get() > ENERGY_DRAIN_FROM_VOMIT)
209 energyStat.Add(-1 * ENERGY_DRAIN_FROM_VOMIT);
210
213
216 }
217 }
218
220 {
223 {
226
228 }
229 }
230 }
HeatStrokeMdfr THRESHOLD_ACTIVATE
phase3 stays active together with phase4
void PlayerStat(T min, T max, T init, string label, int flags)
static ref Param1< float > PARAM1_FLOAT
static float RandomFloat01()
Returns a random float number between and min [inclusive] and max [inclusive].
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
static float Remap(float inputMin, float inputMax, float outputMin, float outputMax, float inputValue, bool clampedOutput=true)
Returns given value remaped from input range into output range.