Dayz
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boneregen.c
Go to the documentation of this file.
1
class
BoneRegenMdfr
:
ModifierBase
2
{
3
private
const
float
MINIMAL_WATER_TO_REGENRATE
= 2500;
4
private
const
float
MINIMAL_ENERGY_TO_REGENRATE
= 4000;
5
private
const
float
MINIMAL_BLOOD_TO_REGENRATE
= 5000;
6
private
const
float
MINIMAL_BLOOD_REQUIRED_TO_REGENERATE_HEALTH
= 5000;
7
private
const
float
BONE_HEALTH_INCREMENT_PER_SEC
= 0.25;
8
9
override
void
Init
()
10
{
11
m_TrackActivatedTime
=
false
;
12
m_ID
=
eModifiers
.MDF_BONE_REGEN;
13
m_TickIntervalInactive
=
DEFAULT_TICK_TIME_INACTIVE
;
14
m_TickIntervalActive
=
DEFAULT_TICK_TIME_ACTIVE
;
15
}
16
17
override
bool
ActivateCondition
(
PlayerBase
player)
18
{
19
if
( player.GetHealth(
"GlobalHealth"
,
"Blood"
) >=
MINIMAL_BLOOD_TO_REGENRATE
&& player.GetStatWater().Get() >=
MINIMAL_WATER_TO_REGENRATE
&& player.GetStatEnergy().Get() >=
MINIMAL_ENERGY_TO_REGENRATE
)
20
{
21
return
true
;
22
}
23
else
24
{
25
return
false
;
26
}
27
}
28
29
override
void
OnActivate
(
PlayerBase
player)
30
{
31
}
32
33
override
bool
DeactivateCondition
(
PlayerBase
player)
34
{
35
if
( player.GetHealth(
"GlobalHealth"
,
"Blood"
) <
MINIMAL_BLOOD_TO_REGENRATE
&& player.GetStatWater().Get() <
MINIMAL_WATER_TO_REGENRATE
&& player.GetStatEnergy().Get() <
MINIMAL_ENERGY_TO_REGENRATE
)
36
{
37
return
true
;
38
}
39
else
40
{
41
return
false
;
42
}
43
}
44
45
override
void
OnTick
(
PlayerBase
player,
float
deltaT)
46
{
47
/*
48
player.AddHealth("RightArm","Health",BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
49
player.AddHealth("RightHand","Health",BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
50
player.AddHealth("LeftArm","Health",BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
51
player.AddHealth("LeftHand","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
52
53
player.AddHealth("RightLeg","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
54
player.AddHealth("RightFoot","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
55
player.AddHealth("LeftLeg","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
56
player.AddHealth("LeftFoot","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
57
58
player.AddHealth("Torso","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
59
*/
60
}
61
};
BoneRegenMdfr
Definition
boneregen.c:2
BoneRegenMdfr::DeactivateCondition
override bool DeactivateCondition(PlayerBase player)
Definition
boneregen.c:33
BoneRegenMdfr::MINIMAL_ENERGY_TO_REGENRATE
const float MINIMAL_ENERGY_TO_REGENRATE
Definition
boneregen.c:4
BoneRegenMdfr::BONE_HEALTH_INCREMENT_PER_SEC
const float BONE_HEALTH_INCREMENT_PER_SEC
Definition
boneregen.c:7
BoneRegenMdfr::OnActivate
override void OnActivate(PlayerBase player)
Definition
boneregen.c:29
BoneRegenMdfr::OnTick
override void OnTick(PlayerBase player, float deltaT)
Definition
boneregen.c:45
BoneRegenMdfr::Init
override void Init()
Definition
boneregen.c:9
BoneRegenMdfr::ActivateCondition
override bool ActivateCondition(PlayerBase player)
Definition
boneregen.c:17
BoneRegenMdfr::MINIMAL_WATER_TO_REGENRATE
const float MINIMAL_WATER_TO_REGENRATE
Definition
boneregen.c:3
BoneRegenMdfr::MINIMAL_BLOOD_REQUIRED_TO_REGENERATE_HEALTH
const float MINIMAL_BLOOD_REQUIRED_TO_REGENERATE_HEALTH
Definition
boneregen.c:6
BoneRegenMdfr::MINIMAL_BLOOD_TO_REGENRATE
const float MINIMAL_BLOOD_TO_REGENRATE
Definition
boneregen.c:5
ModifierBase
Definition
breathvapourmdfr.c:4
PlayerBase
Definition
playerbaseclient.c:2
m_ID
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it).
Definition
effect.c:51
eModifiers
eModifiers
Definition
emodifiers.c:2
m_TrackActivatedTime
bool m_TrackActivatedTime
overall time this modifier was active
Definition
modifierbase.c:14
m_TickIntervalActive
float m_TickIntervalActive
Definition
modifierbase.c:18
m_TickIntervalInactive
float m_TickIntervalInactive
Definition
modifierbase.c:17
DEFAULT_TICK_TIME_INACTIVE
const int DEFAULT_TICK_TIME_INACTIVE
Definition
modifiersmanager.c:29
DEFAULT_TICK_TIME_ACTIVE
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE
Games
Dayz
scripts
4_world
classes
playermodifiers
modifiers
boneregen.c
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