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UniversalTemperatureSourceLambdaBaseImpl.c File Reference

Data Structures

class  UniversalTemperatureSourceLambdaBaseImpl
 

Functions

UniversalTemperatureSourceLambdaBaseImpl UniversalTemperatureSourceLambdaBase UniversalTemperatureSourceLambdaEngine ()
 
override void DryItemsInVicinity (UniversalTemperatureSourceSettings pSettings, vector position, out notnull array< EntityAI > nearestObjects)
 
override void WarmAndCoolItemsInVicinity (UniversalTemperatureSourceSettings pSettings, vector position, out notnull array< EntityAI > nearestObjects)
 
protected void UpdateVicinityTemperatureRecursive (EntityAI ent, TemperatureData dta, float heatPermeabilityCoef=1.0)
 
override void Execute (UniversalTemperatureSourceSettings pSettings, UniversalTemperatureSourceResult resultValues)
 
override void DryItemsInVicinity (UniversalTemperatureSourceSettings pSettings)
 DEPRECATED.
 

Function Documentation

◆ DryItemsInVicinity() [1/2]

override void DryItemsInVicinity ( UniversalTemperatureSourceSettings  pSettings)

DEPRECATED.

◆ DryItemsInVicinity() [2/2]

override void DryItemsInVicinity ( UniversalTemperatureSourceSettings  pSettings,
vector  position,
out notnull array< EntityAI nearestObjects 
)

heat transfer to items (not in player possession)

getting the actual distance

min distance cannot be 0 (division by zero)

calculating the coefficient we will use to deterimne strength of drying

making sure it is between 0.0 and 1.0

◆ Execute()

override void Execute ( UniversalTemperatureSourceSettings  pSettings,
UniversalTemperatureSourceResult  resultValues 
)

◆ UniversalTemperatureSourceLambdaEngine()

◆ UpdateVicinityTemperatureRecursive()

protected void UpdateVicinityTemperatureRecursive ( EntityAI  ent,
TemperatureData  dta,
float  heatPermeabilityCoef = 1.0 
)

◆ WarmAndCoolItemsInVicinity()

override void WarmAndCoolItemsInVicinity ( UniversalTemperatureSourceSettings  pSettings,
vector  position,
out notnull array< EntityAI nearestObjects 
)

dist factor minimum should be at 0