558 if (
pItem.GetInventory().GetCurrentInventoryLocation(
iLoc))
605 if (
pItem.GetInventory().GetCargo())
650 if (
pItem.GetInventory().GetCurrentInventoryLocation(
iLoc))
682 if (
pItem.GetInventory().GetCargo())
850 if (
item.GetInventory().GetCargo())
890 if (
m_Player.GetItemInHands() &&
m_Player.GetItemInHands().IsUniversalTemperatureSource())
979 DbgUI.
Text(
string.Format(
"Heat comfort: %1",
data.m_PlayerData.m_HeatComfort));
980 DbgUI.
Text(
string.Format(
"Inside: %1 (%2)",
data.m_PlayerData.m_Inside,
data.m_PlayerData.m_Surface));
981 DbgUI.
Text(
string.Format(
"Under roof: %1 (%2)",
data.m_PlayerData.m_UnderRoof,
data.m_PlayerData.m_UnderRoofTimer));
982 if (
data.m_PlayerData.m_WaterLevel > 0)
983 DbgUI.
Text(
string.Format(
"Water Level: %1",
data.m_PlayerData.m_WaterLevel));
991 DbgUI.
Text(
string.Format(
"Env temperature (base): %1",
data.m_MiscData.m_TemperatureBase));
992 DbgUI.
Text(
string.Format(
"Env temperature (modfied): %1",
data.m_MiscData.m_TemperatureModified));
993 DbgUI.
Text(
string.Format(
"Wind: %1 (x%2)",
data.m_WeatherData.m_Wind,
data.m_WeatherData.m_WindModifier));
994 DbgUI.
Text(
string.Format(
"Rain: %1",
data.m_WeatherData.m_Rain));
995 DbgUI.
Text(
string.Format(
"Day/Night (1/0): %1",
data.m_MiscData.m_DayOrNight));
996 DbgUI.
Text(
string.Format(
"Fog: %1",
data.m_WeatherData.m_Fog));
997 DbgUI.
Text(
string.Format(
"Clouds: %1",
data.m_WeatherData.m_Clouds));
998 DbgUI.
Text(
string.Format(
"Height: %1",
data.m_MiscData.m_Height));
999 DbgUI.
Text(
string.Format(
"Wet delta: %1",
data.m_MiscData.m_WetDelta));
1024 message +=
"\n\nWeather stats";
1025 message +=
"\nEnv temperature (base): " +
g_Game.GetMission().GetWorldData().GetBaseEnvTemperature().ToString();
1058#ifdef DIAG_DEVELOPER
1077#ifdef DIAG_DEVELOPER
1080 float m_HeatComfort;
1089 m_HeatComfort =
player.GetStatHeatComfort().Get();
1094 m_WaterLevel =
env.GetWaterLevel();
1121 m_DayOrNight =
env.GetDayOrNight();
1147 env.FillDebugWeatherData(
this);
float m_TemperatureSourceDistance
class Environment m_UseTemperatureSources
class PresenceNotifierNoiseEvents windowPosX
dbgUI settings
void Synch(EntityAI victim)
keeping "step" here for consistency only
class JsonUndergroundAreaTriggerData GetPosition
Super root of all classes in Enforce script.
static proto bool RayCastBullet(vector begPos, vector endPos, PhxInteractionLayers layerMask, Object ignoreObj, out Object hitObject, out vector hitPosition, out vector hitNormal, out float hitFraction)
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
void ProcessItemsWetness(array< int > pSlotIds)
void CollectAndSetEnvironmentData()
ref SimpleMovingAverage< float > m_WindAverageBuffer
float GetPlayerHeat()
Returns heat player generated based on player's movement speed (for now)
void ApplyDrynessToItemEx(ItemBase pItem, EnvironmentDrynessData pDrynessData)
ref array< int > m_SlotIdsBottom
float m_RoofCheckTimer
keeps wetness of most wet item in player's possesion
ref array< int > m_SlotIdsComplete
float m_PlayerTemperature
const float RAIN_LIMIT_LOW
ref array< int > m_SlotIdsLower
void CollectAndSetPlayerData()
void CheckWaterContact(out float pWaterLevel)
float GetUniversalSourcesTemperageAverage()
void Init(PlayerBase pPlayer)
ref SimpleMovingAverage< float > m_UTSAverageTemperatureBuffer
ref array< int > m_SlotIdsUpper
const float WATER_LEVEL_HIGH
void ProcessItemsHeat()
Calculates and process temperature of items.
void ProcessWetnessByWaterLevel(float pWaterLevel)
ref array< UTemperatureSource > m_UTemperatureSources
ref array< int > m_BodyParts
float m_EnvironmentTemperature
bool m_HasTemperatureSources
void AddToEnvironmentTemperature(float pTemperature)
void ProcessTemperatureSources()
float EnvTempToCoef(float pTemp)
float m_UTSAverageTemperature
void ApplyDrynessToItem(ItemBase pItem)
float GetEnvironmentTemperature()
void Environment(PlayerBase pPlayer)
void CheckUnderRoof()
Checks whether Player is sheltered.
float GetTemperatureHeightCorrection()
bool IsUnderRoofBuilding()
void ProcessWetnessByRain()
ref array< int > m_FeetParts
const float WATER_LEVEL_NONE
void Update(float pDelta)
const float WATER_LEVEL_MID
void GatherTemperatureSources()
void ProcessItemsDryness()
bool m_IsUnderRoofBuilding
bool OverridenHeatComfort(out float value)
DEPRECATED.
void ApplyWetnessToItem(ItemBase pItem)
float m_HeatBufferTimer
DEPRECATED.
void BodyPartHeatProperties(array< int > pBodyPartIds, float pCoef, out float pHeatComfort, out float pHeat)
returns weighted avg heat comfort for bodypart
float GetWindModifierPerSurface()
float CalcTemperatureFromTemperatureSource(notnull UTemperatureSource uts)
ref array< int > m_HeadParts
string GetDebugMessage()
debug
const float WATER_LEVEL_LOW
void LogDryWetProcess(string message, bool indented=false)
void SetEnvironmentTemperature()
provides access to slot configuration
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
static const float THRESHOLD_HEAT_COMFORT_MINUS_WARNING
static const float THRESHOLD_HEAT_COMFORT_PLUS_WARNING
Serialization general interface. Serializer API works with:
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto native void End()
static proto native void Begin(string windowTitle, float x=0, float y=0)
static proto native void Text(string label)
const float TEMPERATURE_RATE_COOLING_PLAYER
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const float ENVIRO_TEMPERATURE_HEIGHT_REDUCTION
heat entity generates if not moving
const float ENVIRO_TEMPERATURE_UNDERROOF_COEF
increases temp inside vehicles
const float ENVIRO_TEMP_EFFECT_ON_PLAYER
comfort temperature of environment for the player
const float ENVIRO_HIGH_TEMP_LIMIT
lowest temperature(deg Celsius) where the player gets lowest possible heat comfort (-1)
const float ENVIRO_FOG_DRY_EFFECT
how many % of ENVIRO_SUN_INCREMENT is reduced by cloudy sky
const float ENVIRO_DRY_INCREMENT
amount of wetness added to items wet value each tick if is raining
const float ENVIRO_WATER_TEMPERATURE_COEF
converts temperature of items to entities heatcomfort gain
const float ENVIRO_CLOUD_DRY_EFFECT
how much is the generic temp effect increased when player is next to a fireplace
const float ENVIRO_WET_INCREMENT
in secs. how often we should check if player is under the roof (raycast)
const float ENVIRO_CLOUDS_TEMP_EFFECT
how many % of ENVIRO_SUN_INCREMENT is reduced by fog
const float ENVIRO_HEATISOLATION_VEST_WEIGHT
weight of back for the sum of heat isolation
const float ENVIRO_ITEM_HEAT_TRANSFER_COEF
how many times slower is wetting/drying items in backpacks
const float ENVIRO_TICKS_TO_WETNESS_CALCULATION
in secs. how often should enviro effet process
const float ENVIRO_FOG_TEMP_EFFECT
how many % of environment temperature can be lowered by clouds
const float ENVIRO_PLAYER_HEATBUFFER_TICK
How much heat buffer increases per one enviro tick.
const float ENVIRO_PLAYER_HEATBUFFER_DECREASE
impact of enviro temperature on player (lower value = higher, cannot be zero or below!...
const float ENVIRO_HEATCOMFORT_BODYPARTS_WEIGHT
how much this head parts (clothing) affects final heatcomfort
const float ENVIRO_HEATCOMFORT_HEADPARTS_WEIGHT
when is sun highest on sky
const float ENVIRO_HEATISOLATION_BACK_WEIGHT
how much this feet parts (clothing) affects final heatcomfort
const float ENVIRO_TICK_ROOF_RC_CHECK
each X (ticks) is processed wetness on items on player
const float ENVIRO_TEMPERATURE_INSIDE_VEHICLE_COEF
increases temp in interiors
const float ENVIRO_TEMP_SOURCES_LOOKUP_RADIUS
const float ENVIRO_WIND_EFFECT
windchill effect on base temperature
const float ENVIRO_TICK_RATE
const float ENVIRO_PLAYER_COMFORT_TEMP
highest temperature(deg Celsius) where the player gets highest possible heat comfort (1)
const float ENVIRO_PLAYER_HEATBUFFER_INCREASE
Multiplier of enviro temperature for heat buffer decrease (after its static timer runs out)
const float ENVIRO_TEMPERATURE_INSIDE_COEF
amount of ?C reduced for each 100 meteres of height above water level
const float ENVIRO_HEATCOMFORT_FEETPARTS_WEIGHT
how much this body parts (clothing) affects final heatcomfort
const float ENVIRO_DEFAULT_ENTITY_HEAT
how many time is water colder than air
const float ENVIRO_TEMPERATURE_WIND_COEF
const float ENVIRO_LOW_TEMP_LIMIT
weight of vest for the sum of heat isolation
const float STATE_SOAKING_WET
const int LIQUID_RIVERWATER
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float SqrFloat(float f)
Returns squared value.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float AbsFloat(float f)
Returns absolute value.