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environment.c File Reference

Go to the source code of this file.

Classes

class  EnvironmentDrynessData
 

Enumerations

enum  EEnvironmentHeatcomfortBehaviorCategory { DEFAULT , CAR_ENGINE_ON }
 Categories that are changing behavior of Heat comfort processing. More...
 

Functions

float GetPlayerHeat ()
 Character's heat (calculated from movement speed multiplied by constant)
 
bool IsUnderRoof ()
 Is character under roof (periodically checked - GameConstants.ENVIRO_TICK_ROOF_RC_CHECK). Runs when player is not inside of building.
 
bool IsInsideBuilding ()
 Is character inside building? (periodically checked - GameConstants.ENVIRO_TICK_ROOF_RC_CHECK).
 
bool IsWaterContact ()
 Is character in contact with water body? (periodically checked - GameConstants.ENVIRO_TICK_RATE).
 
bool IsRaining ()
 Rain phenomenon actual value > RAIN_LIMIT_LOW.
 
bool IsSnowing ()
 Snowfall phenomenon actual value > SNOWFALL_LIMIT_LOW.
 
bool DetermineHeatcomfortBehavior ()
 Changes Heat Comfort curve behavior based on where the character is.
 
void CheckUnderRoof ()
 Checks whether character is sheltered and sets the information.
 
void CheckWaterContact (out float pWaterLevel)
 Checks player's contanct with water.
 
float GetWindModifierPerSurface ()
 Wind intensity (influence) modifier of temperature value.
 
float GetTemperature ()
 
float GetTargetHeatComfort ()
 
float GetEnvironmentTemperature ()
 Calculations of temperarute for different situations.
 
float GetWetDelta ()
 Calculates soaking/drying delta based on character's location and weather.
 
void CollectAndSetPlayerData ()
 Sets character related value for furher use.
 
void CollectAndSetEnvironmentData ()
 Sets actual weather related values for further use (rain, snow, wind, etc.)
 
void SetEnvironmentTemperature ()
 
void SetAreaGenericColdness ()
 Determines whether player is in cold area which restricts use of some actions (digging)
 
void ProcessWetnessByWaterLevel (float pWaterLevel)
 Processes items wetness in player possession based on the current water level (the character is in)
 
void ProcessItemsWetness (array< int > pSlotIds)
 Soak items at specific Slot ID(s)
 
void ApplyWetnessToItem (ItemBase pItem)
 
void ProcessItemsDryness ()
 Dry items in player possession.
 
void ApplyDrynessToItem (ItemBase pItem)
 
void ApplyDrynessToItemEx (ItemBase pItem, EnvironmentDrynessData pDrynessData)
 
void ProcessHeatComfort ()
 Calculates and process player's heatcomfort related to defined body parts.
 
void SetTargetHeatComfort (float value)
 
void SetHeatcomfortDirectly ()
 
void ProcessHeatBuffer (EnvironmentSnapshotData data)
 
float GetApplicableHeatbuffer ()
 
void ProcessItemsTemperature (array< int > pBodyPartIds)
 Iterate through items in player posession (by given body parts) and cool/warm them to neutral temparature.
 
void ProcessItemsInHandsTemperature ()
 Process temperature of item in character hands and cool/warm it to neutral temparature.
 
void ProcessItemHierarchyRecursive (ItemBase item, float heatPermeabilityCoef=1.0)
 
void SetProcessedItemTemperature (ItemBase item, float heatPermeabilityCoef=1.0)
 
float EnvTempToCoef (float pTemp)
 
void BodyPartHeatProperties (int pBodyPartId, float pCoef, out float pHeatComfort, out float pHeat)
 Iterate through given body part and calculates heatcofort and item heat value.
 
float NakedBodyPartHeatComfortPenalty (int pBodyPartSlotId, float pCoef)
 Calculates penalty value for heatcomfort - this simulates uncovered body part reaction.
 
void GatherTemperatureSources ()
 Checks characters proximity for usable Universal Temperature Sources and register them.
 
void ProcessTemperatureSources ()
 Processes registered UTSources and calculates resulting m_UTSAverageTemperature.
 
void SetItemHeatingCoef (float val)
 
void OnTemperatureSourcesEnter ()
 Event fired when characters enters into UTSource proximity.
 
void OnTemperatureSourcesLeft ()
 Event fired when characters leave the UTSource proximity.
 
float GetUniversalSourcesTemperageAverage ()
 
float CalcTemperatureFromTemperatureSource (notnull UTemperatureSource uts)
 
string GetDebugMessage ()
 debug
 
int GetNextRoofCheck ()
 
float GetWaterLevel ()
 
void Init (PlayerBase pPlayer)
 used for calculations before the data modification
 
bool OverridenHeatComfort (out float value)
 
void AddToEnvironmentTemperature (float pTemperature)
 
void ProcessItemsHeat ()
 
void ProcessWetnessByRain ()
 
float GetTemperatureHeightCorrection ()
 
void BodyPartHeatProperties (array< int > pBodyPartIds, float pCoef, out float pHeatComfort, out float pHeat)
 returns weighted avg heat comfort for bodypart
 
void SetEnvironmentSnapshotData ()
 
void ProcessHeatBuffer (float heatComfortCloths)
 backward compatibility [<1.27]
 
float WindEffectTemperatureValue (float temperatureInput)
 backward compatibility [<1.28]
 
float GetDayOrNight ()
 
bool IsInsideVehicle ()
 

Variables

enum EEnvironmentHeatcomfortBehaviorCategory m_ClothingHeatComfort
 
float m_TargetHeatComfort
 player's heatcomfort (buffered, stored in player stats)
 
class EnvironmentDrynessData RAIN_LIMIT_LOW = 0.05
 Simulates influence of environment to character Takes input data from WorldData, Weather system and entities simulating temperature and wetness.
 
const float SNOWFALL_LIMIT_LOW = 0.5
 
const float SNOWFALL_WIND_COMBINED_THRESHOLD = 1.3
 
const float WATER_LEVEL_HIGH = 1.5
 
const float WATER_LEVEL_MID = 1.2
 
const float WATER_LEVEL_LOW = 0.5
 
const float WATER_LEVEL_NONE = 0.15
 
float m_WetDryTick
 
float m_ItemsWetnessMax
 
float m_RoofCheckTimer
 keeps wetness of most wet item in player's possesion
 
PlayerBase m_Player
 
float m_PlayerHeightPos
 
float m_PlayerSpeed
 
float m_PlayerTemperature
 
float m_PlayerHeat
 
float m_HeatComfort
 
float m_Rain = 0
 target value of heatcomfort (non-buffered)
 
float m_Snowfall = 0
 
float m_Wind = 0
 
float m_Fog = 0
 
float m_DayOrNight = 0
 
float m_Clouds = 0
 
float m_EnvironmentTemperature
 
float m_Time = 0
 
string m_SurfaceType
 
int m_LiquidType
 
float m_ItemTemperatureCoef
 
float m_WaterLevel
 
bool m_IsUnderRoof
 
bool m_IsInWater
 
bool m_IsTempSet
 
float m_HeatBufferTimer
 
float m_HeatBufferCapPrevious
 reused as state toggle
 
ref array< intm_SlotIdsComplete
 
ref array< intm_SlotIdsUpper
 
ref array< intm_SlotIdsBottom
 
ref array< intm_SlotIdsLower
 
ref array< intm_HeadParts
 
ref array< intm_BodyParts
 
ref array< intm_FeetParts
 
WorldData m_WorldData
 
bool m_HasTemperatureSources
 
float m_UTSAverageTemperature
 
ref array< UTemperatureSource > m_UTemperatureSources
 
ref SimpleMovingAverage< floatm_UTSAverageTemperatureBuffer
 
ref SimpleMovingAverage< floatm_AverageHeatComfortBuffer
 
int m_HeatComfortBehaviorCategory
 
float m_HeatSourceTemp
 DEPRECATED.
 
ref SimpleMovingAverage< floatm_WindAverageBuffer
 
ref EnvironmentSnapshotData m_EnvironmentSnapshot
 

Enumeration Type Documentation

◆ EEnvironmentHeatcomfortBehaviorCategory

Categories that are changing behavior of Heat comfort processing.

Enumerator
DEFAULT 
CAR_ENGINE_ON 

Definition at line 4 of file environment.c.

Function Documentation

◆ AddToEnvironmentTemperature()

void AddToEnvironmentTemperature ( float pTemperature)
protected

◆ ApplyDrynessToItem()

void ApplyDrynessToItem ( ItemBase pItem)
protected

Definition at line 866 of file environment.c.

◆ ApplyDrynessToItemEx()

void ApplyDrynessToItemEx ( ItemBase pItem,
EnvironmentDrynessData pDrynessData )
protected

adds wetness to item inside parent item containing liquid

adds wetness to item inside wet parent item

Definition at line 872 of file environment.c.

◆ ApplyWetnessToItem()

void ApplyWetnessToItem ( ItemBase pItem)
protected

Definition at line 732 of file environment.c.

◆ BodyPartHeatProperties() [1/2]

void BodyPartHeatProperties ( array< int > pBodyPartIds,
float pCoef,
out float pHeatComfort,
out float pHeat )
protected

returns weighted avg heat comfort for bodypart

go through all body parts we've defined for that zone (ex.: head, body, feet)

Definition at line 1791 of file environment.c.

◆ BodyPartHeatProperties() [2/2]

void BodyPartHeatProperties ( int pBodyPartId,
float pCoef,
out float pHeatComfort,
out float pHeat )
protected

Iterate through given body part and calculates heatcofort and item heat value.

Parameters
pBodyPartIdsList of body parts to iterate through (see InventorySlots)
pCoefMultiplier used for heatcomfort enhancing
[out]pHeatComfortoverall heatcomfort from items of given body part
[out]pHeatoverall heat from items for given body part

Definition at line 1353 of file environment.c.

◆ CalcTemperatureFromTemperatureSource()

float CalcTemperatureFromTemperatureSource ( notnull UTemperatureSource uts)
protected

heat transfer through air to player (env temperature)

Definition at line 1569 of file environment.c.

◆ CheckUnderRoof()

void CheckUnderRoof ( )
protected

Checks whether character is sheltered and sets the information.

if inside vehicle return immediatelly

Definition at line 391 of file environment.c.

◆ CheckWaterContact()

void CheckWaterContact ( out float pWaterLevel)
protected

Checks player's contanct with water.

Parameters
[out]pWaterLevelwater level height
Returns
Nothing

no valid surface under character

sync info about water contact to player

update active surface

Definition at line 421 of file environment.c.

◆ CollectAndSetEnvironmentData()

void CollectAndSetEnvironmentData ( )
protected

Sets actual weather related values for further use (rain, snow, wind, etc.)

Definition at line 641 of file environment.c.

◆ CollectAndSetPlayerData()

void CollectAndSetPlayerData ( )
protected

Sets character related value for furher use.

  • position

movement speed

  • player heat (actual speed * heat constant)

Definition at line 623 of file environment.c.

◆ DetermineHeatcomfortBehavior()

bool DetermineHeatcomfortBehavior ( )
protected

Changes Heat Comfort curve behavior based on where the character is.

Returns
true if the behavior is altered otherwise false

Definition at line 369 of file environment.c.

◆ EnvTempToCoef()

float EnvTempToCoef ( float pTemp)
protected

Definition at line 1341 of file environment.c.

◆ GatherTemperatureSources()

void GatherTemperatureSources ( )
protected

Checks characters proximity for usable Universal Temperature Sources and register them.

skip - Temperature Source is not affecting player entities

skip - Temperature Source is too far

Definition at line 1469 of file environment.c.

◆ GetApplicableHeatbuffer()

float GetApplicableHeatbuffer ( )
protected

Definition at line 1202 of file environment.c.

◆ GetDayOrNight()

float GetDayOrNight ( )
protected

Definition at line 1921 of file environment.c.

◆ GetDebugMessage()

string GetDebugMessage ( )
protected

debug

Definition at line 1656 of file environment.c.

◆ GetEnvironmentTemperature()

float GetEnvironmentTemperature ( )
protected

Calculations of temperarute for different situations.

Returns
Resulting temperature of the environment

Definition at line 517 of file environment.c.

◆ GetNextRoofCheck()

int GetNextRoofCheck ( )
protected

Definition at line 1691 of file environment.c.

◆ GetPlayerHeat()

float GetPlayerHeat ( )
protected

Character's heat (calculated from movement speed multiplied by constant)

Returns
generated heat value

Definition at line 295 of file environment.c.

◆ GetTargetHeatComfort()

float GetTargetHeatComfort ( )
protected

Definition at line 502 of file environment.c.

◆ GetTemperature()

float GetTemperature ( )
protected

Definition at line 497 of file environment.c.

◆ GetTemperatureHeightCorrection()

float GetTemperatureHeightCorrection ( )
protected

Definition at line 1784 of file environment.c.

◆ GetUniversalSourcesTemperageAverage()

float GetUniversalSourcesTemperageAverage ( )
protected

Definition at line 1564 of file environment.c.

◆ GetWaterLevel()

float GetWaterLevel ( )
protected

Definition at line 1696 of file environment.c.

◆ GetWetDelta()

float GetWetDelta ( )
protected

Calculates soaking/drying delta based on character's location and weather.

Returns
Resulting wet delta modifier

player is getting wet by movement/swimming in water (+differentiate wetDelta by water level)

player is drying

Definition at line 563 of file environment.c.

◆ GetWindModifierPerSurface()

float GetWindModifierPerSurface ( )
protected

Wind intensity (influence) modifier of temperature value.

Returns
float modifier used in temperature calculations

Definition at line 489 of file environment.c.

◆ Init()

void Init ( PlayerBase pPlayer)
protected

used for calculations before the data modification

Definition at line 1764 of file environment.c.

◆ IsInsideBuilding()

bool IsInsideBuilding ( )
protected

Is character inside building? (periodically checked - GameConstants.ENVIRO_TICK_ROOF_RC_CHECK).

Definition at line 313 of file environment.c.

◆ IsInsideVehicle()

bool IsInsideVehicle ( )
protected

Definition at line 1926 of file environment.c.

◆ IsRaining()

bool IsRaining ( )
protected

Rain phenomenon actual value > RAIN_LIMIT_LOW.

Definition at line 351 of file environment.c.

◆ IsSnowing()

bool IsSnowing ( )
protected

Snowfall phenomenon actual value > SNOWFALL_LIMIT_LOW.

Definition at line 359 of file environment.c.

◆ IsUnderRoof()

bool IsUnderRoof ( )
protected

Is character under roof (periodically checked - GameConstants.ENVIRO_TICK_ROOF_RC_CHECK). Runs when player is not inside of building.

Definition at line 305 of file environment.c.

◆ IsWaterContact()

bool IsWaterContact ( )
protected

Is character in contact with water body? (periodically checked - GameConstants.ENVIRO_TICK_RATE).

Definition at line 321 of file environment.c.

◆ NakedBodyPartHeatComfortPenalty()

float NakedBodyPartHeatComfortPenalty ( int pBodyPartSlotId,
float pCoef )
protected

Calculates penalty value for heatcomfort - this simulates uncovered body part reaction.

Parameters
pBodyPartSlotIdInventorySlot ID to check
pCoefexternal coefficient used for that slot
Returns
Value of penalty for given slot ID

Definition at line 1448 of file environment.c.

◆ OnTemperatureSourcesEnter()

void OnTemperatureSourcesEnter ( )
protected

Event fired when characters enters into UTSource proximity.

◆ OnTemperatureSourcesLeft()

void OnTemperatureSourcesLeft ( )
protected

Event fired when characters leave the UTSource proximity.

◆ OverridenHeatComfort()

bool OverridenHeatComfort ( out float value)
protected

◆ ProcessHeatBuffer() [1/2]

void ProcessHeatBuffer ( EnvironmentSnapshotData data)
protected

dynamic HB cap based on actual heatcomfort (from cloths)

deplete the heat buffer if there is difference in HB capacity (eg.: cloths were removed)

Definition at line 1102 of file environment.c.

◆ ProcessHeatBuffer() [2/2]

void ProcessHeatBuffer ( float heatComfortCloths)
protected

backward compatibility [<1.27]

Definition at line 1902 of file environment.c.

◆ ProcessHeatComfort()

void ProcessHeatComfort ( )
protected

Calculates and process player's heatcomfort related to defined body parts.

Heat Comfort Penalty

heatcomfort body parts penalties

Stomach temperature influence to heatcomfort

uses the raw targetHeatComfort data

Definition at line 970 of file environment.c.

◆ ProcessItemHierarchyRecursive()

void ProcessItemHierarchyRecursive ( ItemBase item,
float heatPermeabilityCoef = 1.0 )
protected

Definition at line 1261 of file environment.c.

◆ ProcessItemsDryness()

void ProcessItemsDryness ( )
protected

Dry items in player possession.

Definition at line 822 of file environment.c.

◆ ProcessItemsHeat()

void ProcessItemsHeat ( )
protected

Definition at line 1772 of file environment.c.

◆ ProcessItemsInHandsTemperature()

void ProcessItemsInHandsTemperature ( )
protected

Process temperature of item in character hands and cool/warm it to neutral temparature.

Definition at line 1247 of file environment.c.

◆ ProcessItemsTemperature()

void ProcessItemsTemperature ( array< int > pBodyPartIds)
protected

Iterate through items in player posession (by given body parts) and cool/warm them to neutral temparature.

Parameters
pBodyPartIdsList of body parts to iterate through (see InventorySlots)

go through all body parts we've defined for that zone (ex.: head, body, feet)

Definition at line 1216 of file environment.c.

◆ ProcessItemsWetness()

void ProcessItemsWetness ( array< int > pSlotIds)
protected

Soak items at specific Slot ID(s)

Parameters
pSlotIdsInventory Slot IDs to process

Definition at line 694 of file environment.c.

◆ ProcessTemperatureSources()

void ProcessTemperatureSources ( )
protected

Processes registered UTSources and calculates resulting m_UTSAverageTemperature.

adds average of 2 most significat sources to buffer

Definition at line 1504 of file environment.c.

◆ ProcessWetnessByRain()

void ProcessWetnessByRain ( )
protected

Definition at line 1778 of file environment.c.

◆ ProcessWetnessByWaterLevel()

void ProcessWetnessByWaterLevel ( float pWaterLevel)
protected

Processes items wetness in player possession based on the current water level (the character is in)

Parameters
pWaterLevelWater level height

Definition at line 676 of file environment.c.

◆ SetAreaGenericColdness()

void SetAreaGenericColdness ( )
protected

Determines whether player is in cold area which restricts use of some actions (digging)

Definition at line 666 of file environment.c.

◆ SetEnvironmentSnapshotData()

void SetEnvironmentSnapshotData ( )
protected

Definition at line 1893 of file environment.c.

◆ SetEnvironmentTemperature()

void SetEnvironmentTemperature ( )
protected

Definition at line 657 of file environment.c.

◆ SetHeatcomfortDirectly()

void SetHeatcomfortDirectly ( )
protected

Definition at line 1086 of file environment.c.

◆ SetItemHeatingCoef()

void SetItemHeatingCoef ( float val)
protected

Definition at line 1549 of file environment.c.

◆ SetProcessedItemTemperature()

void SetProcessedItemTemperature ( ItemBase item,
float heatPermeabilityCoef = 1.0 )
protected

swimming special behavior

Definition at line 1312 of file environment.c.

◆ SetTargetHeatComfort()

void SetTargetHeatComfort ( float value)
protected

Definition at line 1081 of file environment.c.

◆ WindEffectTemperatureValue()

float WindEffectTemperatureValue ( float temperatureInput)
protected

backward compatibility [<1.28]

Definition at line 1911 of file environment.c.

Variable Documentation

◆ m_AverageHeatComfortBuffer

ref SimpleMovingAverage<float> m_AverageHeatComfortBuffer
protected

Definition at line 91 of file environment.c.

◆ m_BodyParts

ref array<int> m_BodyParts
protected

Definition at line 82 of file environment.c.

◆ m_ClothingHeatComfort

enum EEnvironmentHeatcomfortBehaviorCategory m_ClothingHeatComfort

◆ m_Clouds

float m_Clouds = 0
protected

Definition at line 57 of file environment.c.

◆ m_DayOrNight

float m_DayOrNight = 0
protected

Definition at line 56 of file environment.c.

◆ m_EnvironmentSnapshot

ref EnvironmentSnapshotData m_EnvironmentSnapshot
protected

Definition at line 1762 of file environment.c.

◆ m_EnvironmentTemperature

float m_EnvironmentTemperature
protected

Definition at line 58 of file environment.c.

◆ m_FeetParts

ref array<int> m_FeetParts
protected

Definition at line 83 of file environment.c.

◆ m_Fog

float m_Fog = 0
protected

Definition at line 55 of file environment.c.

◆ m_HasTemperatureSources

bool m_HasTemperatureSources
protected

Definition at line 87 of file environment.c.

◆ m_HeadParts

ref array<int> m_HeadParts
protected

Definition at line 81 of file environment.c.

◆ m_HeatBufferCapPrevious

float m_HeatBufferCapPrevious
protected

reused as state toggle

Definition at line 74 of file environment.c.

◆ m_HeatBufferTimer

float m_HeatBufferTimer
protected

Definition at line 73 of file environment.c.

◆ m_HeatComfort

float m_HeatComfort
protected

Definition at line 48 of file environment.c.

◆ m_HeatComfortBehaviorCategory

int m_HeatComfortBehaviorCategory
protected

Definition at line 93 of file environment.c.

◆ m_HeatSourceTemp

float m_HeatSourceTemp
protected

DEPRECATED.

Definition at line 1760 of file environment.c.

◆ m_IsInWater

bool m_IsInWater
protected

Definition at line 70 of file environment.c.

◆ m_IsTempSet

bool m_IsTempSet
protected

Definition at line 71 of file environment.c.

◆ m_IsUnderRoof

bool m_IsUnderRoof
protected

Definition at line 68 of file environment.c.

◆ m_ItemsWetnessMax

float m_ItemsWetnessMax
protected

Definition at line 39 of file environment.c.

◆ m_ItemTemperatureCoef

float m_ItemTemperatureCoef
protected

Definition at line 64 of file environment.c.

◆ m_LiquidType

int m_LiquidType
protected

Definition at line 61 of file environment.c.

◆ m_Player

PlayerBase m_Player
protected

Definition at line 43 of file environment.c.

◆ m_PlayerHeat

float m_PlayerHeat
protected

Definition at line 47 of file environment.c.

◆ m_PlayerHeightPos

float m_PlayerHeightPos
protected

Definition at line 44 of file environment.c.

◆ m_PlayerSpeed

float m_PlayerSpeed
protected

Definition at line 45 of file environment.c.

◆ m_PlayerTemperature

float m_PlayerTemperature
protected

Definition at line 46 of file environment.c.

◆ m_Rain

float m_Rain = 0
protected

target value of heatcomfort (non-buffered)

Definition at line 52 of file environment.c.

◆ m_RoofCheckTimer

float m_RoofCheckTimer
protected

keeps wetness of most wet item in player's possesion

Definition at line 40 of file environment.c.

◆ m_SlotIdsBottom

ref array<int> m_SlotIdsBottom
protected

Definition at line 78 of file environment.c.

◆ m_SlotIdsComplete

ref array<int> m_SlotIdsComplete
protected

Definition at line 76 of file environment.c.

◆ m_SlotIdsLower

ref array<int> m_SlotIdsLower
protected

Definition at line 79 of file environment.c.

◆ m_SlotIdsUpper

ref array<int> m_SlotIdsUpper
protected

Definition at line 77 of file environment.c.

◆ m_Snowfall

float m_Snowfall = 0
protected

Definition at line 53 of file environment.c.

◆ m_SurfaceType

string m_SurfaceType
protected

Definition at line 60 of file environment.c.

◆ m_TargetHeatComfort

float m_TargetHeatComfort

player's heatcomfort (buffered, stored in player stats)

Definition at line 13 of file environment.c.

◆ m_Time

float m_Time = 0
protected

Definition at line 59 of file environment.c.

◆ m_UTemperatureSources

ref array<UTemperatureSource> m_UTemperatureSources
protected

Definition at line 89 of file environment.c.

◆ m_UTSAverageTemperature

float m_UTSAverageTemperature
protected

Definition at line 88 of file environment.c.

◆ m_UTSAverageTemperatureBuffer

ref SimpleMovingAverage<float> m_UTSAverageTemperatureBuffer
protected

Definition at line 90 of file environment.c.

◆ m_WaterLevel

float m_WaterLevel
protected

Definition at line 67 of file environment.c.

◆ m_WetDryTick

float m_WetDryTick
protected

Definition at line 38 of file environment.c.

◆ m_Wind

float m_Wind = 0
protected

Definition at line 54 of file environment.c.

◆ m_WindAverageBuffer

ref SimpleMovingAverage<float> m_WindAverageBuffer
protected

Definition at line 1761 of file environment.c.

◆ m_WorldData

WorldData m_WorldData
protected

Definition at line 85 of file environment.c.

◆ RAIN_LIMIT_LOW

class EnvironmentDrynessData RAIN_LIMIT_LOW = 0.05

Simulates influence of environment to character Takes input data from WorldData, Weather system and entities simulating temperature and wetness.

◆ SNOWFALL_LIMIT_LOW

const float SNOWFALL_LIMIT_LOW = 0.5
protected

Definition at line 30 of file environment.c.

◆ SNOWFALL_WIND_COMBINED_THRESHOLD

const float SNOWFALL_WIND_COMBINED_THRESHOLD = 1.3
protected

Definition at line 31 of file environment.c.

◆ WATER_LEVEL_HIGH

const float WATER_LEVEL_HIGH = 1.5
protected

Definition at line 33 of file environment.c.

◆ WATER_LEVEL_LOW

const float WATER_LEVEL_LOW = 0.5
protected

Definition at line 35 of file environment.c.

◆ WATER_LEVEL_MID

const float WATER_LEVEL_MID = 1.2
protected

Definition at line 34 of file environment.c.

◆ WATER_LEVEL_NONE

const float WATER_LEVEL_NONE = 0.15
protected

Definition at line 36 of file environment.c.