95 ret = target == count;
110 for (
int i = count - 1; i > -1; i--)
130 for (
int i = 0; i < count; i++)
class RecipeCacheData int
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
proto native Weather GetWeather()
Returns weather controller object.
protected bool m_ProcessingFinished
protected void CheckUpdating()
float GetLiquidAmountCoef()
void Update(float timeslice)
void RainProcurementHandler(MissionBaseWorld mission)
protected float m_UpdateTimer
protected bool ProcessBatch()
returns 'true' when all the batches are finished
protected void HandleChangedComponents()
protected ref set< RainProcurementComponentBase > m_ActiveComponents
protected const int UPDATE_BATCH_SIZE
float DetermineAmountCoef()
scalable on handler level
void QueueStart(RainProcurementComponentBase component)
protected int m_NextToProcessIdx
protected ref set< int > m_CleanupQueue
protected float m_LiquidAmountCoef
void QueueStop(RainProcurementComponentBase component)
protected ref set< RainProcurementComponentBase > m_ChangedQueue
protected MissionBaseWorld m_Mission
protected bool m_ProcessComponents
proto native Rain GetRain()
Returns a rain phenomenon object.
proto native float GetActual()
Returns actual value of phenomenon in range <0, 1>.
proto native CGame GetGame()
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'.