Epoch/Sources/epoch_code/compile/functions/EPOCH_fnc_Weather.sqf

99 lines
2.4 KiB
Plaintext
Raw Normal View History

2015-12-07 16:24:52 +00:00
/*
Author: Aaron Clark - EpochMod.com
Contributors:
Description:
Calculates weather related player stats
Licence:
Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
Github:
2016-06-13 16:54:19 +00:00
https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/compile/functions/EPOCH_fnc_Weather.sqf
2015-12-07 16:24:52 +00:00
Example:
call EPOCH_fnc_Weather;
Parameter(s):
NONE
Returns:
NOTHING
*/
2016-09-01 00:29:08 +00:00
//[[[cog import generate_private_arrays ]]]
private ["_airTemp","_increaseWet","_isNearFire","_maxTemp","_playerPosATL","_warming","_waterTemp","_wet","_wetsuit"];
//[[[end]]]
2015-10-28 15:16:00 +00:00
if (isNil "EPOCH_CURRENT_WEATHER") then {
EPOCH_CURRENT_WEATHER = 75;
};
2015-09-14 20:55:36 +00:00
_airTemp = EPOCH_CURRENT_WEATHER;
_waterTemp = EPOCH_CURRENT_WEATHER/2;
_warming = true;
_wet = false;
_maxTemp = 98.6;
_increaseWet = 0;
_wetsuit = (getText(configfile >> "cfgweapons" >> uniform player >> "itemInfo" >> "uniformType") == "Neopren");
if (vehicle player == player) then {
_playerPosATL = getPosATL player;
if (EPOCH_playerIsSwimming) then {
2015-09-14 20:55:36 +00:00
// do nothing if player is wearing a wetsuit
if (!_wetsuit) then {
if (_waterTemp <= 50) then {
_warming = false;
};
_wet = true;
_increaseWet = 10;
};
} else {
if (EPOCH_playerWet > 50 && _airTemp <= 32) then {
_isNearFire = {inflamed _x} count (nearestObjects [_playerPosATL, ["ALL"], 3]);
if (!(call EPOCH_fnc_isInsideBuilding) && _isNearFire == 0) then {
_warming = false;
};
};
if (rain >= 0.25) then {
if (!_wetsuit) then {
_isNearFire = { inflamed _x } count(nearestObjects[_playerPosATL, ["ALL"], 3]);
if (!(call EPOCH_fnc_isInsideBuilding) && _isNearFire == 0) then {
_wet = true;
_increaseWet = rain * 10;
};
};
};
};
};
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
2016-04-08 20:21:46 +00:00
if ((getFatigue player) == 1 && _airTemp > 100) then {
_maxTemp = _airTemp;
};
2015-09-14 20:55:36 +00:00
if (EPOCH_playerToxicity > 0) then {
EPOCH_playerImmunity = (EPOCH_playerImmunity + 0.1) min 100;
EPOCH_playerToxicity = (EPOCH_playerToxicity - 0.1) max 0;
_maxTemp = 106.7 + 10;
};
if (_warming) then {
EPOCH_playerTemp = (EPOCH_playerTemp + 0.01) min _maxTemp;
} else {
EPOCH_playerTemp = (EPOCH_playerTemp - 0.01) max (95.0 - 10);
};
if (_wet) then {
EPOCH_playerWet = (EPOCH_playerWet + _increaseWet) min 100;
if (EPOCH_playerWet > 50) then {
EPOCH_playerSoiled = (EPOCH_playerSoiled - 1) max 0;
};
} else {
if (_warming) then {
EPOCH_playerWet = (EPOCH_playerWet - 1) max 0;
};
};
true