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const int | ID_EMOTE_GREETING = 1 |
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const int | ID_EMOTE_SOS = 2 |
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const int | ID_EMOTE_HEART = 3 |
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const int | ID_EMOTE_TAUNT = 4 |
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const int | ID_EMOTE_LYINGDOWN = 5 |
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const int | ID_EMOTE_TAUNTKISS = 6 |
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const int | ID_EMOTE_FACEPALM = 7 |
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const int | ID_EMOTE_TAUNTELBOW = 8 |
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const int | ID_EMOTE_THUMB = 9 |
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const int | ID_EMOTE_THROAT = 10 |
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const int | ID_EMOTE_SUICIDE = 11 |
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const int | ID_EMOTE_DANCE = 12 |
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const int | ID_EMOTE_CAMPFIRE = 13 |
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const int | ID_EMOTE_SITA = 14 |
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const int | ID_EMOTE_SITB = 15 |
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const int | ID_EMOTE_THUMBDOWN = 16 |
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const int | ID_EMOTE_DABBING = 32 |
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const int | ID_EMOTE_TIMEOUT = 35 |
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const int | ID_EMOTE_CLAP = 39 |
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const int | ID_EMOTE_POINT = 40 |
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const int | ID_EMOTE_SILENT = 43 |
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const int | ID_EMOTE_SALUTE = 44 |
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const int | ID_EMOTE_RPS = 45 |
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const int | ID_EMOTE_WATCHING = 46 |
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const int | ID_EMOTE_HOLD = 47 |
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const int | ID_EMOTE_LISTENING = 48 |
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const int | ID_EMOTE_POINTSELF = 49 |
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const int | ID_EMOTE_LOOKATME = 50 |
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const int | ID_EMOTE_TAUNTTHINK = 51 |
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const int | ID_EMOTE_MOVE = 52 |
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const int | ID_EMOTE_DOWN = 53 |
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const int | ID_EMOTE_COME = 54 |
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const int | ID_EMOTE_RPS_R = 55 |
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const int | ID_EMOTE_RPS_P = 56 |
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const int | ID_EMOTE_RPS_S = 57 |
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const int | ID_EMOTE_NOD = 58 |
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const int | ID_EMOTE_SHAKE = 59 |
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const int | ID_EMOTE_SHRUG = 60 |
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const int | ID_EMOTE_SURRENDER = 61 |
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const int | ID_EMOTE_VOMIT = 62 |
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const int | ID_EMOTE_DEBUG = 1000 |
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class EmoteConstants | ITEM_PLACE = 1 |
| for ItemSoundHandler use, values limited by ItemBase.ITEM_SOUNDS_MAX (networking optimization)
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const int | ITEM_DEPLOY_LOOP = 2 |
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const int | ITEM_DEPLOY = 3 |
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const int | ITEM_BARREL_OPEN = 20 |
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const int | ITEM_BARREL_CLOSE = 21 |
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const int | ITEM_TENT_OPEN = 22 |
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const int | ITEM_TENT_CLOSE = 23 |
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const int | ITEM_TENT_WINDOW_OPEN = 24 |
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const int | ITEM_TENT_WINDOW_CLOSE = 25 |
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const int | ITEM_EXPLOSIVE_ARM = 26 |
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const int | ITEM_EXPLOSIVE_DISARM = 27 |
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const int | ITEM_KEY_BREAK = 28 |
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const int | QUANTITY_HIDDEN = 0 |
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const int | QUANTITY_COUNT = 1 |
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const int | QUANTITY_PROGRESS = 2 |
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const string | OPTIONS_SOUND_AMBIENT_SOUND_MODE = "ambient_sound_mode" |
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const float | CRAFTING_TIME_UNIT_SIZE = 4.0 |
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const float | PROJECTED_CURSOR_DISTANCE = 5 |
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const float | DEBUG_QUICK_UNRESTRAIN_TIME = 1.0 |
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const float | MELEE_ITEM_DAMAGE = 0.35 |
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const int | HAIR_SELECTION_COUNT = 45 |
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const int | INPUT_EXCLUDE_ALL = 0 |
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const int | INPUT_EXCLUDE_INVENTORY = 1 |
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const int | INPUT_EXCLUDE_MOUSE_ALL = 2 |
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const int | INPUT_EXCLUDE_MOUSE_RADIAL = 3 |
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const int | INPUT_EXCLUDE_MAP = 4 |
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const int | OPTICS_STATE_DAY = 0 |
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const int | OPTICS_STATE_NIGHTVISION = 1 |
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const float | WETNESS_RATE_WETTING_INSIDE = 0.0020 |
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const float | WETNESS_RATE_WETTING_LIQUID = 0.015 |
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const float | WETNESS_RATE_DRYING_INSIDE = -0.0016 |
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const float | WETNESS_RATE_DRYING_GROUND = -0.0008 |
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const float | DZPLAYER_CAMERA_FOV_EYEZOOM = 0.3926 |
| FOV (vertical angle/2) in radians. Take care to modify also in "basicDefines.hpp".
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const float | DZPLAYER_CAMERA_FOV_EYEZOOM_SHALLOW = 0.610865 |
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const float | DZPLAYER_CAMERA_FOV_IRONSIGHTS = 0.5236 |
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const string | DEFAULT_CHARACTER_NAME = "#str_cfgvehicles_survivor0" |
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const int | DEFAULT_CHARACTER_MENU_ID = -1 |
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const float | CLEAN_UNRESTRAIN_DAMAGE = 10 |
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const int | CAMERA_SHAKE_GRENADE_DISTANCE = 40 |
| Camera shake.
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const int | CAMERA_SHAKE_ARTILLERY_DISTANCE = 200 |
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const int | CAMERA_SHAKE_ARTILLERY_DISTANCE2 = 40000 |
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const float | MINING_WOOD_FAST = 2.0 |
| Wood mining GameConstants, scaled by output. Should not be lower than ~1.5s!
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const float | MINING_WOOD_MEDIUM = 2.0 |
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const float | MINING_WOOD_SLOW = 3.0 |
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const float | PROJECTILE_CONVERSION_ANIMALS = 0.1 |
| Non-lethal projectile damage QuantityConversions.
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const float | PROJECTILE_CONVERSION_INFECTED = 0.44 |
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const float | PROJECTILE_CONVERSION_PLAYERS = 0.1 |
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const float | NL_DAMAGE_FIREARM_CONVERSION_ANIMALS = PROJECTILE_CONVERSION_ANIMALS |
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const float | NL_DAMAGE_FIREARM_CONVERSION_INFECTED = PROJECTILE_CONVERSION_INFECTED |
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const float | NL_DAMAGE_FIREARM_CONVERSION_PLAYERS = PROJECTILE_CONVERSION_PLAYERS |
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const float | NL_DAMAGE_CLOSECOMBAT_CONVERSION_ANIMALS = 0.16 |
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const float | NL_DAMAGE_CLOSECOMBAT_CONVERSION_INFECTED = 0.16 |
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const float | NL_DAMAGE_CLOSECOMBAT_CONVERSION_PLAYERS = 0 |
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const float | ROOF_CHECK_RAYCAST_DIST = 20.0 |
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const float | ITEM_TEMPERATURE_TO_EXPLODE_MIN = 100 |
| misc
|
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const float | LOADING_SCREEN_HINT_INTERVAL = 14 |
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const float | LOADING_SCREEN_HINT_INTERVAL_MIN = 8 |
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const int | REFRESHER_MAX_DURATION_DEFAULT = 3600 * 24 * 40 |
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const int | REFRESHER_FREQUENCY_DEFAULT = 3600 * 24 * 5 |
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const float | REFRESHER_RADIUS = 60 |
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const float | SALMONELLA_RETENTION_PREDATOR = 0.6 |
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const float | DECAY_FOOD_RAW_MEAT = 21600 |
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const float | DECAY_FOOD_RAW_CORPSE = 32400 |
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const float | DECAY_FOOD_RAW_FRVG = 43200 |
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const float | DECAY_FOOD_BOILED_MEAT = 259200 |
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const float | DECAY_FOOD_BOILED_FRVG = 172800 |
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const float | DECAY_FOOD_BAKED_MEAT = 345600 |
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const float | DECAY_FOOD_BAKED_FRVG = 259200 |
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const float | DECAY_FOOD_DRIED_MEAT = 691200 |
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const float | DECAY_FOOD_CAN_OPEN = 172800 |
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const int | DECAY_FOOD_FRVG_DRIED_CHANCE = 43 |
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const int | DECAY_TIMER_RANDOM_PERCENTAGE = 25 |
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const float | DECAY_RATE_ON_PLAYER = 2.5 |
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const int | RESPAWN_MODE_CUSTOM = 0 |
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const int | RESPAWN_MODE_RANDOM = 1 |
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const int | INVENTORY_ENTITY_DROP_OVERLAP_DEPTH = 2 |
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const int | INVENTORY_MAX_REACHABLE_DEPTH_ATT = 2 |
| Inventory visibility depth, also governs default direct access for most cases. Actual inventory depth CAN be higher than this, but direct access from player should not be possible in the context of player inventory.
|
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const float | AI_ATTACKSPEED = 1.5 |
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const float | AI_MAX_BLOCKABLE_ANGLE = 60 |
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const float | AI_CONTAMINATION_DMG_PER_SEC = 3 |
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static float | RAIN_NOISE_REDUCTION_WEIGHT = 0.5 |
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static float | SNOWFALL_NOISE_REDUCTION_WEIGHT = 0.25 |
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const float | PVP_MAX_BLOCKABLE_ANGLE = 60 |
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const float | ENVIRO_HEATCOMFORT_HEADPARTS_WEIGHT = 0.3 |
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const float | ENVIRO_HEATCOMFORT_BODYPARTS_WEIGHT = 0.8 |
| how much this head parts (clothing) affects final heatcomfort
|
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const float | ENVIRO_HEATCOMFORT_FEETPARTS_WEIGHT = 0.4 |
| how much this body parts (clothing) affects final heatcomfort
|
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const float | ENVIRO_HEATISOLATION_BACK_WEIGHT = 0.3 |
| how much this feet parts (clothing) affects final heatcomfort
|
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const float | ENVIRO_HEATISOLATION_VEST_WEIGHT = 0.5 |
| weight of back for the sum of heat isolation
|
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const float | ENVIRO_ITEM_HEAT_TRANSFER_COEF = 0.01 |
| weight of vest for the sum of heat isolation
|
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const float | ENVIRO_TEMPERATURE_HEIGHT_REDUCTION = 0.02 |
| converts temperature of items to entities heatcomfort gain
|
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const float | ENVIRO_CLOUDS_TEMP_EFFECT = 0.35 |
| amount of ?C reduced for each 100 meteres of height above water level
|
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const float | ENVIRO_TEMPERATURE_INSIDE_COEF = 0.085 |
| how many % of environment temperature can be lowered by clouds
|
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const float | ENVIRO_WATER_TEMPERATURE_COEF = 1.5 |
| increases temp in interiors
|
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const float | ENVIRO_PLAYER_HEATBUFFER_TICK = 0.011 |
| how many time is water colder than air
|
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const float | TEMPERATURE_RATE_COOLING_INSIDE = -0.17 |
| Heat buffer static timer tick (set for 2s enviro tick, 180s to 1.0)
|
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const float | TEMPERATURE_RATE_COOLING_GROUND = -0.34 |
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const float | TEMPERATURE_RATE_COOLING_PLAYER = -0.35 |
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class GameConstants | CFG_FILE_ADDITIONAL_INFO = "$profile:serverInfo.cfg" |
| DEPRECATED.
|
|