35 float GetEventTime(
float hc_value ,
float threshold_low,
float threshold_high,
float low_min,
float high_min,
float low_max,
float high_max)
37 float inv_value =
Math.
InverseLerp(threshold_low, threshold_high, hc_value);
38 float value_min =
Math.
Lerp(low_min, high_min,inv_value);
39 float value_max =
Math.
Lerp(low_max,high_max,inv_value);
50 float hc =
m_Player.GetStatHeatComfort().Get();
69 m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_FREEZE);
93 m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_HOT);
const float TIME_INTERVAL_HC_PLUS_LOW_MIN
const float TIME_INTERVAL_HC_MINUS_LOW_MIN
const float TIME_INTERVAL_HC_PLUS_HIGH_MAX
const float TIME_INTERVAL_HC_MINUS_LOW_MAX
float m_ProcessTimeAccuFreeze
float m_ProcessTimeAccuHot
float GetEventTime(float hc_value, float threshold_low, float threshold_high, float low_min, float high_min, float low_max, float high_max)
void Update(float delta_time, HumanMovementState hms)
const float TIME_INTERVAL_HC_MINUS_HIGH_MIN
const float TICK_INTERVAL
const float TIME_INTERVAL_HC_PLUS_LOW_MAX
void Process(float delta_time)
float m_TimeSinceLastTick
const float TIME_INTERVAL_HC_PLUS_HIGH_MIN
const float TIME_INTERVAL_HC_MINUS_HIGH_MAX
void HeatComfortAnimHandler(PlayerBase player)
protected ref HumanMovementState m_MovementState
static const float THRESHOLD_HEAT_COMFORT_MINUS_WARNING
static const float THRESHOLD_HEAT_COMFORT_PLUS_WARNING
static const float THRESHOLD_HEAT_COMFORT_PLUS_EMPTY
static const float THRESHOLD_HEAT_COMFORT_MINUS_EMPTY
proto native CGame GetGame()
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.