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fatigue.c
Go to the documentation of this file.
1
class
FatigueMdfr
:
ModifierBase
2
{
3
private
float
m_Time
;
4
private
float
m_NextEvent
;
5
6
static
const
float
FATIGUE_EVENT_INTERVAL_MIN
= 5;
7
static
const
float
FATIGUE_EVENT_INTERVAL_MAX
= 12;
8
static
const
float
STAMINA_RECOVERY_MULTIPLIER
= 0.33;
9
static
const
float
STAMINA_DEPLETION_MULTIPLIER
= 1.33;
10
11
override
void
Init
()
12
{
13
m_TrackActivatedTime
=
false
;
14
m_AnalyticsStatsEnabled
=
true
;
15
m_ID
=
eModifiers
.MDF_FATIGUE;
16
m_TickIntervalInactive
=
DEFAULT_TICK_TIME_INACTIVE_LONG
;
17
m_TickIntervalActive
=
DEFAULT_TICK_TIME_ACTIVE
;
18
}
19
20
override
bool
ActivateCondition
(
PlayerBase
player)
21
{
22
return
(player.GetModifiersManager().IsModifierActive(
eModifiers
.MDF_WOUND_INFECTION1) || player.GetModifiersManager().IsModifierActive(
eModifiers
.MDF_WOUND_INFECTION2));
23
}
24
25
override
void
OnActivate
(
PlayerBase
player)
26
{
27
if
(player.m_NotifiersManager)
28
player.m_NotifiersManager.ActivateByType(
eNotifiers
.NTF_FEVERISH);
29
30
player.GetStaminaHandler().ActivateRecoveryModifier(
EStaminaMultiplierTypes
.FATIGUE);
31
player.GetStaminaHandler().ActivateDepletionModifier(
EStaminaMultiplierTypes
.FATIGUE);
32
}
33
34
override
void
OnReconnect
(
PlayerBase
player)
35
{
36
OnActivate
(player);
37
}
38
39
override
void
OnDeactivate
(
PlayerBase
player)
40
{
41
player.GetStaminaHandler().DeactivateRecoveryModifier(
EStaminaMultiplierTypes
.FATIGUE);
42
player.GetStaminaHandler().DeactivateDepletionModifier(
EStaminaMultiplierTypes
.FATIGUE);
43
}
44
45
override
bool
DeactivateCondition
(
PlayerBase
player)
46
{
47
return
!
ActivateCondition
(player);
48
}
49
}
FatigueMdfr
Definition
fatigue.c:2
FatigueMdfr::m_NextEvent
float m_NextEvent
Definition
fatigue.c:4
FatigueMdfr::DeactivateCondition
override bool DeactivateCondition(PlayerBase player)
Definition
fatigue.c:45
FatigueMdfr::OnReconnect
override void OnReconnect(PlayerBase player)
Definition
fatigue.c:34
FatigueMdfr::OnActivate
override void OnActivate(PlayerBase player)
Definition
fatigue.c:25
FatigueMdfr::m_Time
float m_Time
Definition
fatigue.c:3
FatigueMdfr::FATIGUE_EVENT_INTERVAL_MIN
static const float FATIGUE_EVENT_INTERVAL_MIN
Definition
fatigue.c:6
FatigueMdfr::Init
override void Init()
Definition
fatigue.c:11
FatigueMdfr::STAMINA_DEPLETION_MULTIPLIER
static const float STAMINA_DEPLETION_MULTIPLIER
Definition
fatigue.c:9
FatigueMdfr::FATIGUE_EVENT_INTERVAL_MAX
static const float FATIGUE_EVENT_INTERVAL_MAX
Definition
fatigue.c:7
FatigueMdfr::ActivateCondition
override bool ActivateCondition(PlayerBase player)
Definition
fatigue.c:20
FatigueMdfr::OnDeactivate
override void OnDeactivate(PlayerBase player)
Definition
fatigue.c:39
FatigueMdfr::STAMINA_RECOVERY_MULTIPLIER
static const float STAMINA_RECOVERY_MULTIPLIER
Definition
fatigue.c:8
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_AnalyticsStatsEnabled
bool m_AnalyticsStatsEnabled
Definition
modifierbase.c:31
m_TickIntervalActive
float m_TickIntervalActive
Definition
modifierbase.c:18
m_TickIntervalInactive
float m_TickIntervalInactive
Definition
modifierbase.c:17
DEFAULT_TICK_TIME_ACTIVE
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE
DEFAULT_TICK_TIME_INACTIVE_LONG
const int DEFAULT_TICK_TIME_INACTIVE_LONG
Definition
modifiersmanager.c:30
eNotifiers
eNotifiers
Definition
notifiersmanager.c:3
EStaminaMultiplierTypes
EStaminaMultiplierTypes
Definition
staminahandler.c:2
OnActivate
void OnActivate()
Definition
trap_landmine.c:67
Games
Dayz
scripts
4_world
classes
playermodifiers
modifiers
conditions
fatigue.c
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