50 float hc =
m_Player.GetStatHeatComfort().Get();
float m_ProcessTimeAccuHot
void Update(float delta_time, HumanMovementState hms)
ref HumanMovementState m_MovementState
float m_ProcessTimeAccuFreeze
void Process(float delta_time)
const float TIME_INTERVAL_HC_MINUS_HIGH_MAX
float m_TimeSinceLastTick
const float TIME_INTERVAL_HC_PLUS_HIGH_MIN
const float TIME_INTERVAL_HC_MINUS_LOW_MIN
const float TIME_INTERVAL_HC_PLUS_LOW_MAX
float GetEventTime(float hc_value, float threshold_low, float threshold_high, float low_min, float high_min, float low_max, float high_max)
const float TIME_INTERVAL_HC_PLUS_LOW_MIN
const float TIME_INTERVAL_HC_MINUS_HIGH_MIN
const float TIME_INTERVAL_HC_MINUS_LOW_MAX
void HeatComfortAnimHandler(PlayerBase player)
const float TIME_INTERVAL_HC_PLUS_HIGH_MAX
const float TICK_INTERVAL
static const float THRESHOLD_HEAT_COMFORT_MINUS_WARNING
static const float THRESHOLD_HEAT_COMFORT_PLUS_WARNING
static const float THRESHOLD_HEAT_COMFORT_PLUS_EMPTY
static const float THRESHOLD_HEAT_COMFORT_MINUS_EMPTY
proto native CGame GetGame()
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...