49 proto native
void Set(
float forecast,
float time = 0,
float minDuration = 0 );
61 proto
void GetLimits( out
float fnMin, out
float fnMax );
74 proto native
void SetLimits(
float fnMin,
float fnMax );
139 if ( currentMission )
214 proto native
void SetStorm(
float density,
float threshold,
float timeOut );
409 if (rainReduction == 0 && snowfallReduction == 0)
412 if (rainReduction > snowfallReduction)
413 return 1 - rainReduction;
415 return 1 - snowfallReduction;
proto native float GetDynVolFogHeightBias()
Returns the current 'dynamic' volumetric fog height bias in meters.
proto native Snowfall GetSnowfall()
Returns a snowfall phenomenon object.
proto native void SetStorm(float density, float threshold, float timeOut)
Sets the thunderstorm properties.
proto native void SetDynVolFogHeightBias(float value, float time=0)
Sets the 'dynamic' volumetric height bias.
proto native float GetTime()
Returns actual time from start of a server (how many seconds elapsed from server start).
proto native void SuppressLightningSimulation(bool state)
enables/disables thunderbolt simulation on client (together with sounds)
float GetNoiseReductionByWeather()
proto native void SetDynVolFogDistanceDensity(float value, float time=0)
Sets the dynamic volumetric fog distance density.
proto native void SetWindFunctionParams(float fnMin, float fnMax, float fnSpeed)
Sets function parameters that controls the wind behaviour (change in time).
proto native void SetWindMaximumSpeed(float maxSpeed)
Sets the maximal wind speed in metre per second.
proto native void SetWindSpeed(float speed)
Sets the actual wind speed in metre per second.
static proto vector AngleToWindDirection(float angle)
Returns wind direction from the provided wind angle.
proto native float GetWindMaximumSpeed()
Returns maximal wind speed in metre per second.
void MissionWeather(bool use)
proto native float GetDynVolFogHeightDensity()
Returns the current 'dynamic' volumetric fog height density.
static proto float WindDirectionToAngle(vector dir)
Returns the xz angle of the provided wind vector.
proto native void SetSnowflakeScale(float scale)
Sets the overall scale of snowflakes during snowfall phenomenon.
proto native float GetSnowflakeScale()
Returns the overall scale of snowflakes during snowfall phenomenon.
bool GetWeatherUpdateFrozen()
proto native Overcast GetOvercast()
Returns an overcast phenomenon object.
proto void GetWindFunctionParams(out float fnMin, out float fnMax, out float fnSpeed)
Reads function parameters that controls the wind behaviour (change in time).
proto native WindMagnitude GetWindMagnitude()
Returns a wind magnitude phenomenon object.
void SetWeatherUpdateFreeze(bool state)
proto native float GetWindSpeed()
Returns actual wind speed in metre per second.
proto native void SetRainThresholds(float tMin, float tMax, float tTime)
Sets overcast threshold values for rain phenomena.
proto native Rain GetRain()
Returns a rain phenomenon object.
proto native void SetSnowfallThresholds(float tMin, float tMax, float tTime)
Sets overcast threshold values for snowfall phenomena.
proto native bool IsDynVolFogEnabled()
Dynamic volumetric fog only takes effect if enabled in the world config.
proto native void SetWind(vector wind)
Sets the wind vector (direction and speed as length of the vector).
proto native void SetDynVolFogHeightDensity(float value, float time=0)
Sets the dynamic volumetric fog height density.
proto native vector GetWind()
Returns wind vector (direction and speed as length of the vector).
proto native WindDirection GetWindDirection()
Returns a wind direction phenomenon object.
proto native float GetDynVolFogDistanceDensity()
Returns the current 'dynamic' volumetric fog distance density.
proto native Fog GetFog()
Returns a fog phenomenon object.
proto native void SetForecastChangeLimits(float fcMin, float fcMax)
Sets limits of change when forecast is computed.
proto native void Set(float forecast, float time=0, float minDuration=0)
Sets the forecast.
bool OnBeforeChange(float change, float time)
Is called every time the Phenomenon computes new forecast.
proto native void SetNextChange(float time)
Sets the time in seconds when the next forecast will be computed.
proto native float GetNextChange()
Reads the time in seconds when the next forecast will be computed.
proto void GetForecastTimeLimits(out float ftMin, out float ftMax)
Reads time range in which next forecast can be computed.
void ~WeatherPhenomenon()
proto native void SetLimits(float fnMin, float fnMax)
Sets limits of this phenomenon.
proto native EWeatherPhenomenon GetType()
Returns type of this phenomenon.
proto void GetForecastChangeLimits(out float fcMin, out float fcMax)
Reads limits of change when forecast is computed.
proto native float GetForecast()
Returns a forecast value the phenomenon is heading towards.
proto void GetLimits(out float fnMin, out float fnMax)
Reads limits of this phenomenon.
proto native float GetActual()
Returns actual value of phenomenon in range <0, 1>. (does not apply for Wind, which always returns th...
proto native void SetForecastTimeLimits(float ftMin, float ftMax)
Sets time range in which next forecast can be computed.
Keeps information about currently loaded world, like temperature.
bool WeatherOnBeforeChange(EWeatherPhenomenon type, float actual, float change, float time)
static float SNOWFALL_NOISE_REDUCTION_WEIGHT
static float RAIN_NOISE_REDUCTION_WEIGHT
EWeatherPhenomenon
All classes related to game weather.
@ VOLFOG_DISTANCE_DENSITY
WeatherPhenomenon WindDirection
WeatherPhenomenon Overcast
WeatherPhenomenon Snowfall
WeatherPhenomenon WindMagnitude