| 171 | } |
| 172 | |
| 173 | void CEntityCondition::UpdateConditionTime() |
| 174 | { |
| 175 | u64 _cur_time = Level().GetGameTime(); |
| 176 | |
| 177 | if (m_bTimeValid) |
| 178 | { |
| 179 | if (_cur_time > m_iLastTimeCalled) |
| 180 | { |
| 181 | float x = float(_cur_time - m_iLastTimeCalled) / 1000.0f; |
| 182 | SetConditionDeltaTime(x); |
| 183 | } |
| 184 | else |
| 185 | SetConditionDeltaTime(0.0f); |
| 186 | } |
| 187 | else |
| 188 | { |
| 189 | SetConditionDeltaTime(0.0f); |
| 190 | m_bTimeValid = true; |
| 191 | |
| 192 | m_fDeltaHealth = 0; |
| 193 | m_fDeltaPower = 0; |
| 194 | m_fDeltaRadiation = 0; |
| 195 | m_fDeltaEntityMorale = 0; |
| 196 | } |
| 197 | |
| 198 | m_iLastTimeCalled = _cur_time; |
| 199 | } |
| 200 | |
| 201 | //вычисление параметров с ходом игрового времени |
| 202 | void CEntityCondition::UpdateCondition() |
no test coverage detected