the good new is, they no longer suffocate due to exhaustion
the bad new is, they no longer suffocate at all
for (auto &s : stats.stat) {
s.Add(s.gain * dt);
}
- stats.Breath().Add(stats.Breath().gain * stats.Exhaustion().value * dt);
// TODO: damage values depending on properties
if (stats.Breath().Full()) {
constexpr double dps = 1.0 / 4.0;
// TODO: derive breathing ability
int gas = Assets().data.resources["air"].id;
// TODO: check if in compatible atmosphere
- double amount = GetCreature().GetStats().Breath().gain * -(1.5 + 0.5 * GetCreature().ExhaustionFactor());
+ double amount = GetCreature().GetStats().Breath().gain * -(1.0 + GetCreature().ExhaustionFactor());
GetCreature().GetStats().Breath().Add(amount * dt);
// maintain ~1% gas composition
double gas_amount = GetCreature().GetComposition().Get(gas);