Epoch/Sources/epoch_code/compile/functions/EPOCH_fnc_Weather.sqf
vbawol 87c23b106f Release 0.3.8 (#502)
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fixed typo

* 0.3.8.0249

more fixes for server compiler

* 0.3.8.0256

* add build number and simple batch file for packing

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also reworked build script for more options

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* 0.3.8.0314

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This should correctly prevent spawning these units nearby jammer or
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* use pushbackUnique here

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by using selectRandom instead of slower sqf logic

* 0.3.8.0316

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changelog update tba

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fixed error in getIDC

* 0.3.8.0356

revert to BIS_fnc_param as params threw errors

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fixes for #496 #497

* 0.3.8.0359

fixed #497
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loot balance
suppress error in spawnloot
make near object check based on building size

* 0.3.8.0412

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removed classes with scope 0
test remove loot trash on gear for #498
fixed #501

* 0.3.8.0415

* same
2016-04-08 15:21:46 -05:00

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/*
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:
https://github.com/EpochModTeam/Epoch/tree/master/Sources/epoch_code/compile/functions/EPOCH_fnc_Weather.sqf
Example:
call EPOCH_fnc_Weather;
Parameter(s):
NONE
Returns:
NOTHING
*/
private ["_warming","_wet","_increaseWet","_isNearFire","_playerPosATL","_maxTemp","_airTemp","_waterTemp","_wetsuit"];
if (isNil "EPOCH_CURRENT_WEATHER") then {
EPOCH_CURRENT_WEATHER = 75;
};
_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 (surfaceIsWater _playerPosATL) then {
// 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;
};
};
};
};
};
if ((getFatigue player) == 1 && _airTemp > 100) then {
_maxTemp = _airTemp;
};
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