Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
playerconstants.c
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2 {
3  static const float WEAPON_RAISE_BLEND_DELAY = 0.2;
4  static const float MELEE2_MOVEMENT_BLEND_DELAY = 0.35;
5  static const float HEAVY_HIT_THRESHOLD = 0.5; //defines what is considered a 'heavy hit' from the indicator's standpoint
6 
7  static const float FULL_SPRINT_DELAY_DEFAULT = 0.5;
8  static const float FULL_SPRINT_DELAY_FROM_CROUCH = 1.0;
9  static const float FULL_SPRINT_DELAY_FROM_PRONE = 2.0;
10 
11  //----------------------------------------------------------
12  // SHOES DAMAGE/FEET BLEEDING
13  //----------------------------------------------------------
14  static const float BAREFOOT_MOVEMENT_BLEED_MODIFIER = 0.1;
15  static const float SHOES_MOVEMENT_DAMAGE_PER_STEP = 0.035;
16  static const int CHECK_EVERY_N_STEP = 10;//will process every n-th step(for performance reasons)
17  //----------------------------------------------------------
18  // STAT LEVELS START
19  //----------------------------------------------------------
20  static const float SL_HEALTH_CRITICAL = 15;
21  static const float SL_HEALTH_LOW = 30;
22  static const float SL_HEALTH_NORMAL = 50;
23  static const float SL_HEALTH_HIGH = 80;
24 
25  static const float SL_TOXICITY_CRITICAL = 20;
26  static const float SL_TOXICITY_LOW = 40;
27  static const float SL_TOXICITY_NORMAL = 60;
28  static const float SL_TOXICITY_HIGH = 80;
29 
30  static const float SL_BLOOD_CRITICAL = 3000;
31  static const float SL_BLOOD_LOW = 3500;
32  static const float SL_BLOOD_NORMAL = 4000;
33  static const float SL_BLOOD_HIGH = 4500;
34 
35  static const float SL_ENERGY_CRITICAL = 0;
36  static const float SL_ENERGY_LOW = 300;
37  static const float SL_ENERGY_NORMAL = 800;
38  static const float SL_ENERGY_HIGH = 3500;
39  static const float SL_ENERGY_MAX = 5000;
40 
41  static const float SL_WATER_CRITICAL = 0;
42  static const float SL_WATER_LOW = 300;
43  static const float SL_WATER_NORMAL = 800;
44  static const float SL_WATER_HIGH = 3500;
45  static const float SL_WATER_MAX = 5000;
46  //----------------------------------------------------------
47  // STAT LEVELS END
48  //----------------------------------------------------------
49 
50  //-------------------------------------------------------
51  static const float NORMAL_TEMPERATURE_L = 36.0;
52  static const float NORMAL_TEMPERATURE_H = 36.5;
53  static const float HIGH_TEMPERATURE_L = 38.5;
54  static const float HIGH_TEMPERATURE_H = 39.0;
55  //-------------------------------------------------------
56  static const float DIGESTION_SPEED = 1.7; //quantity processed in the stomach per second
57  static const float CONSUMPTION_MULTIPLIER_BASE = 1; //must not be 0 or less
58  static const float STOMACH_ENERGY_TRANSFERED_PER_SEC = 3; //amount of kcal transfered to energy per second(this should ideally be higher than what player burns under high metabolic load[sprint])
59  static const float STOMACH_WATER_TRANSFERED_PER_SEC = 6; //amount of ml transfered to water per second(this should ideally be higher than what player burns under high metabolic load[sprint])
60  static const float STOMACH_SOLID_EMPTIED_PER_SEC = 7; //amount of g/ml emptied from stomach per second
61 
62  static const float LOW_WATER_THRESHOLD = SL_WATER_LOW; //threshold from which water affects health
63 
64  static const float LOW_ENERGY_THRESHOLD = SL_ENERGY_LOW; //threshold from which energy affects health
65 
66  //--------------------------------------------------------
67  static const float METABOLIC_SPEED_ENERGY_BASAL = 0.01; //energy loss per second while idle
68 
69  static const float METABOLIC_SPEED_ENERGY_WALK = 0.1; //energy loss per second
70  static const float METABOLIC_SPEED_ENERGY_JOG = 0.3; //energy loss per second
71  static const float METABOLIC_SPEED_ENERGY_SPRINT = 0.6; //energy loss per second
72 
73  static const float METABOLIC_SPEED_WATER_BASAL = 0.01; //water loss per second while idle
74 
75  static const float METABOLIC_SPEED_WATER_WALK = 0.1; //water loss per second
76  static const float METABOLIC_SPEED_WATER_JOG = 0.3; //water loss per second
77  static const float METABOLIC_SPEED_WATER_SPRINT = 0.6; //water loss per second
78  //--------------------------------------------------------
79 
80  static const float THRESHOLD_HEAT_COMFORT_PLUS_WARNING = 0.2; //missing comment
81  static const float THRESHOLD_HEAT_COMFORT_PLUS_CRITICAL = 0.5; //missing comment
82  static const float THRESHOLD_HEAT_COMFORT_PLUS_EMPTY = 0.9; //missing comment
83 
84  static const float THRESHOLD_HEAT_COMFORT_MINUS_WARNING = -0.3; //missing comment
85  static const float THRESHOLD_HEAT_COMFORT_MINUS_CRITICAL = -0.5; //missing comment
86  static const float THRESHOLD_HEAT_COMFORT_MINUS_EMPTY = -0.9; //missing comment
87 
88  //--------------------------------------------------------
89  static const int BLOOD_THRESHOLD_FATAL = 2500; //fatal blood level
90 
91  static const float BLOOD_REGEN_RATE_PER_SEC = 0.3; //base amount of blood regenerated per second
92  static const float DAMAGE_ZONE_BLOOD_REGEN_MODIFIER = 0.7;
93 
94  static const float BLOOD_REGEN_MODIFIER_ENERGY_LOW = 0; //multiplier for blood regen rate
95  static const float BLOOD_REGEN_MODIFIER_ENERGY_MID = 0.5;
96  static const float BLOOD_REGEN_MODIFIER_ENERGY_HIGH = 1;
97 
98  static const float BLOOD_REGEN_MODIFIER_WATER_LOW = 0; //multiplier for blood regen rate (BLOOD_REGEN_MULTIPLIER_WATER_LOW ?)
99  static const float BLOOD_REGEN_MODIFIER_WATER_MID = 0.5;
100  static const float BLOOD_REGEN_MODIFIER_WATER_HIGH = 1;
101 
102  static const float SALINE_BLOOD_REGEN_PER_SEC = 3; //boost for blood regen per second, independent on BLOOD_REGEN_SPEED
103  static const float SALINE_LIQUID_AMOUNT = 500;
104  static const float SALINE_WATER_REGEN_PER_SEC = 2.1;
105 
106  static const float HEMOLYTIC_BLOOD_DRAIN_PER_SEC = 7; //hemolytic reaction blood drain per second
107  static const float HEMOLYTIC_BLOODLOSS_AMOUNT = 500;
108  static const float HEMOLYTIC_RISK_SHOCK_THRESHOLD = 75; // amount of blood from transfusion causing player character going into shock
109  static const float HEMOLYTIC_REACTION_THRESHOLD = 175; // amount of blood from transfusion triggering hemolytic reaction
110 
111  static const float WATER_LOSS_THRESHOLD_HC_PLUS_LOW = THRESHOLD_HEAT_COMFORT_PLUS_WARNING;
112  static const float WATER_LOSS_THRESHOLD_HC_PLUS_HIGH = THRESHOLD_HEAT_COMFORT_PLUS_CRITICAL;
113 
114  static const float ENERGY_LOSS_THRESHOLD_HC_MINUS_LOW = THRESHOLD_HEAT_COMFORT_MINUS_WARNING;
115  static const float ENERGY_LOSS_THRESHOLD_HC_MINUS_HIGH = THRESHOLD_HEAT_COMFORT_MINUS_CRITICAL;
116 
117  static const float WATER_LOSS_HC_PLUS_LOW = 0;
118  static const float WATER_LOSS_HC_PLUS_HIGH = 0.4;
119 
120  static const float ENERGY_LOSS_HC_MINUS_LOW = 0.2;
121  static const float ENERGY_LOSS_HC_MINUS_HIGH = 0.45;
122 
123  static const float HEALTH_LOSS_HC_PLUS_LOW = 0.05;
124  static const float HEALTH_LOSS_HC_PLUS_HIGH = 0.15;
125 
126  static const float HEALTH_LOSS_HC_MINUS_LOW = 0.05;
127  static const float HEALTH_LOSS_HC_MINUS_HIGH = 0.15;
128 
129  static const float WATER_LOSS_FEVER = 0.2;
130 
131  //--------------------------------------------------------
132  static const float LOW_ENERGY_DAMAGE_PER_SEC = 0.05; //health loss per second while low on energy
133  static const float LOW_WATER_DAMAGE_PER_SEC = 0.05; //health loss per second while low on water
134 
135  static const float HEALTH_REGEN_MIN = 0.005; //health regen rate at BLOOD_THRESHOLD_FATAL blood level
136  static const float HEALTH_REGEN_MAX = 0.03; //health regen rate at MAXIMUM blood level
137 
138  static const float LEG_HEALTH_REGEN = 1; //Leg health regen when leg is NOT BROKEN
139  static const float LEG_HEALTH_REGEN_BROKEN = 0.18; //Leg health regen when BROKEN OR SPLINTED
140 
141  static const float UNCONSCIOUS_THRESHOLD = 25.0; //player goes unconscious when we get under this threshold
142  static const float CONSCIOUS_THRESHOLD = 50.0; //player regains consciousness when he gets above this threshold
143 
144  static const float SHOCK_REFILL_CONSCIOUS_SPEED = 5; //shock refill speed when the player is conscious
145  static const float SHOCK_REFILl_UNCONSCIOUS_SPEED = 1; //shock refill speed when the player is unconscious
146 
147  static const float SHOCK_DAMAGE_BLOOD_THRESHOLD_HIGH = 3000; // we start dealing shock damage over time when we get at this value or lower
148  static const float SHOCK_DAMAGE_BLOOD_THRESHOLD_LOW = 2500; // the closer we get to this value, the higher the over time shock damage we deal
149 
150  static const float SHOCK_DAMAGE_HIGH = 5.5; // shock damage per second when the blood is near the upper blood threshold
151  static const float SHOCK_DAMAGE_LOW = 6.25; // shock damage per second when the blood is near the lower blood threshold
152 
153  static const float SHOCK_REFILL_COOLDOWN_AFTER_HIT = 1000; // duration of cooldown (ms) during which shock regeneration is paused
154 
155  static const float UNCONSCIOUS_IN_WATER_TIME_LIMIT_TO_DEATH = 20; // how long can player survive while unconscious when in water in secs
156  //----------------------------------------------------------
157  static const float BLEEDING_SOURCE_BLOODLOSS_PER_SEC = -20; // amount of blood loss per second from one bleeding source
158  static const float BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM = 0.6; // modifier of the bloodloss given by BLEEDING_SOURCE_BLOODLOSS_PER_SEC, multiplying these two will give the resulting bloodloss
159  static const float BLEEDING_SOURCE_FLOW_MODIFIER_LOW = 0.1; // modifier of the bloodloss given by BLEEDING_SOURCE_BLOODLOSS_PER_SEC, multiplying these two will give the resulting bloodloss
160  static const float BLEEDING_SOURCE_FLOW_MODIFIER_HIGH = 1; // modifier of the bloodloss given by BLEEDING_SOURCE_BLOODLOSS_PER_SEC, multiplying these two will give the resulting bloodloss
161  static const int BLEEDING_SOURCE_DURATION_NORMAL = 300; // in seconds, how long will bleeding source exist until disapearing
162  static const float BLEEDING_LOW_PRESSURE_BLOOD = 4000.0; // from which blood level we start lowering BLEEDING_SOURCE_BLOODLOSS_PER_SEC
163  static const float BLEEDING_LOW_PRESSURE_MIN_MOD = 0.3; // minimal value for low pressure bleeding (lowest possible multiplier of BLEEDING_SOURCE_BLOODLOSS_PER_SEC)
164 
165  static const float BLEEDING_SOURCE_CLOSE_INFECTION_CHANCE = 0.40; // a chance for wound infection when the wound is self-closing
166  static const float BLEEDING_SOURCE_BURN_MODIFIER = 0.65; // modifies a bloodflow for any bleeding source obtained through skin burn from contaminated area
167 
168 
169  //----------------------------------------------------------
170  static const float BREATH_VAPOUR_THRESHOLD_HIGH = -5.0; //missing comment
171  static const float BREATH_VAPOUR_THRESHOLD_LOW = 7.0; //missing comment
172  //----------------------------------------------------------
173  static const float IMMUNITY_THRESHOLD_LEVEL_HIGH = 0.95;
174  static const float IMMUNITY_THRESHOLD_LEVEL_NORMAL = 0.65;
175  static const float IMMUNITY_THRESHOLD_LEVEL_LOW = 0.35;
176  static const float IMMUNITY_THRESHOLD_LEVEL_CRITICAL = 0.15;
177  //----------------------------------------------------------
178  static const float VITAMINS_LIFETIME_SECS = 300;
179 
180  static const float CHANCE_TO_BLEED_SLIDING_LADDER_PER_SEC = 0.3; // probability of bleeding source occuring while sliding down ladder without gloves given as percentage per second(0.5 means 50% chance bleeding source will happen every second while sliding down)
181  static const float GLOVES_DAMAGE_SLIDING_LADDER_PER_SEC = -3;// how much damage the gloves receive while sliding down the ladder (per sec)
182 
183  //----------------------------------------------------------
184  // BADGE THRESHOLDS
185  //----------------------------------------------------------
186  static const int BT_STOMACH_VOLUME_LVL3 = 1000;
187  static const int BT_STOMACH_VOLUME_LVL2 = 750;
188  static const int BT_STOMACH_VOLUME_LVL1 = 1;
189 
191  static const int LAST_UA_MSG_LIFETIME = 30;
192 
194  const int VOMIT_THRESHOLD = 2000;
195 
196  static const float CORPSE_THRESHOLD_MEDIUM = 0.7; //0.7
197  static const float CORPSE_THRESHOLD_DECAYED = 0.3; //0.3
198 
199  static const int CORPSE_STATE_FRESH = 0;
200  static const int CORPSE_STATE_MEDIUM = 1;
201  static const int CORPSE_STATE_DECAYED = 2;
202  //----------------------------------------------------------
203  static const float CAMERA_THRESHOLD_PITCH = -70.0;
204 
205  //----------------------------------------------------------
206  // BROKEN LEGS SHOCK
207  //----------------------------------------------------------
208  static const float BROKEN_LEGS_INITIAL_SHOCK = 20; //Inflicted shock on modifier start
209  static const float BROKEN_LEGS_LOW_SHOCK_WALK = 4; //Inflicted shock on modifier update with almost healthy legs
210  static const float BROKEN_LEGS_MID_SHOCK_WALK = 6; //Inflicted shock on modifier update with mid health legs
211  static const float BROKEN_LEGS_HIGH_SHOCK_WALK = 8; //Inflicted shock on modifier update with low health legs
212  static const float BROKEN_LEGS_SHOCK_SWIM = 2; //Inflicted shock on modifier update when swimming
213  static const float BROKEN_LEGS_LIGHT_MELEE_SHOCK = 10; //Inflicted shock per light weapon swing
214  static const float BROKEN_LEGS_HEAVY_MELEE_SHOCK = 25; //Inflicted shock per heavy weapon swing
215  static const float BROKEN_LEGS_LOW_HEALTH_THRESHOLD = 25; //Amount of health BELOW which legs have "low health"
216  static const float BROKEN_LEGS_HIGH_HEALTH_THRESHOLD = 75; //Amount of health OVER which legs have "low health"
217  //static const int BROKEN_LEGS_FALL_STEP_COUNT = 10; //Number of steps before falling over
218  static const float BROKEN_LEGS_STAND_SHOCK = 0; //Shock dealt when standing with broken legs
219  static const float BROKEN_LEGS_ROLL_SHOCK = 10; //Shock dealt when rolling with broken legs
220  static const float BROKEN_CROUCH_MODIFIER = 0.5; //Inflicted shock modifier for crouched stance
221 
222  //----------------------------------------------------------
223  // AI SENSOR MULTIPLIER
224  //----------------------------------------------------------
225  static const float AI_NOISE_ROLL = 2; //Multiplier for the noise generated while prone rolling
226  static const float AI_NOISE_SPRINT = 1; //Multiplier for the noise generated while sprinting
227  static const float AI_NOISE_RUN = 0.8; //Multiplier for the noise generated while jogging
228  static const float AI_NOISE_CROUCH_RUN = 0.6; //Multiplier for the noise generated while Sprint crouch
229  static const float AI_NOISE_WALK = 0.4; //Multiplier for the noise generated while walking
230  static const float AI_NOISE_IDLE = 0; //Multiplier for the noise generated while staying still
231  static const float AI_NOISE_SHOES_BOOTS = 0.85; //Multiplier for the noise generated while wearing boots
232  static const float AI_NOISE_SHOES_SNEAKERS = 0.6; //Multiplier for the noise generated while wearing sneakers
233  static const float AI_NOISE_SHOES_NONE = 0.45; //Multiplier for the noise generated while not wearing shoes
234  static const float AI_VISIBILITY_RUN = 1; //Multiplier for the visibility of the player while jogging or sprinting
235  static const float AI_VISIBILITY_WALK = 0.66; //Multiplier for the visibility of the player while walking
236  static const float AI_VISIBILITY_IDLE = 0.3; //Multiplier for the visibility of the player while staying still
237  static const float AI_VISIBILITY_STANDING = 1.5; //Multiplier for the visibility of the player while standing
238  static const float AI_VISIBILITY_CROUCH = 0.6; //Multiplier for the visibility of the player while crouched
239  static const float AI_VISIBILITY_PRONE = 0.15; //Multiplier for the visibility of the player while prone
240  //----------------------------------------------------------
241  // DROWNING
242  //----------------------------------------------------------
243 
244  //(positive values mean the distance under water surface, ie 0.1 --> 10cm under water, -0.1 --> 10cm above water)
245  static const float DROWNING_DEFAULT_THRESHOLD = 0.25; //what water level value does it take for the player to be considered drowning while swimming - values <0.35 observed as the highest during swimming
246  static const float DROWNING_SWIMMING_THRESHOLD = 0.4; //what water level value does it take for the player to be considered drowning while swimming - values <0.35 observed as the highest during swimming
247  static const float DROWNING_UNCONSCIOUS_THRESHOLD = 0.1; //what water level value does it take for the player to be considered drowning while unconscious - 0.10 seemed a reasonable value based on visual observation and matching it to water depth values(can be adjust more precisely though)
248  static const int DROWNING_BUBBLE_FREQUENCY_MAX = 4000; //how often should bubbles appear when the stamina is at its highest,(in ms)
249  static const int DROWNING_BUBBLE_FREQUENCY_MIN = 1000; //how often should bubbles appear when the stamina is at its lowest,(in ms)
250 }
PlayerConstants
Definition: playerconstants.c:1