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hemolyticreaction.c
Go to the documentation of this file.
1
class
HemolyticReactionMdfr
:
ModifierBase
2
{
3
private
float
m_RunningTime
;
4
5
override
void
Init
()
6
{
7
m_TrackActivatedTime
=
true
;
8
m_AnalyticsStatsEnabled
=
true
;
9
m_ID
=
eModifiers
.MDF_HEMOLYTIC_REACTION;
10
m_TickIntervalInactive
=
DEFAULT_TICK_TIME_INACTIVE
;
11
m_TickIntervalActive
=
DEFAULT_TICK_TIME_ACTIVE
;
12
m_IsPersistent
=
true
;
13
m_RunningTime
=
CalculateRunTime
();
14
15
DisableActivateCheck
();
16
}
17
override
bool
ActivateCondition
(
PlayerBase
player)
18
{
19
return
false
;
20
}
21
22
override
void
OnActivate
(
PlayerBase
player)
23
{
24
player.IncreaseDiseaseCount();
25
}
26
27
override
void
OnDeactivate
(
PlayerBase
player)
28
{
29
player.DecreaseDiseaseCount();
30
}
31
32
override
void
OnReconnect
(
PlayerBase
player)
33
{
34
OnActivate
(player);
35
}
36
37
override
bool
DeactivateCondition
(
PlayerBase
player)
38
{
39
float
attached_time =
GetAttachedTime
();
40
41
if
(attached_time >
m_RunningTime
)
42
{
43
return
true
;
44
}
45
else
46
{
47
return
false
;
48
}
49
}
50
51
override
void
OnTick
(
PlayerBase
player,
float
deltaT)
52
{
53
player.AddHealth(
""
,
"Blood"
,-
PlayerConstants
.
HEMOLYTIC_BLOOD_DRAIN_PER_SEC
* deltaT);
54
}
55
56
float
CalculateRunTime
()
57
{
58
float
time =
PlayerConstants
.
HEMOLYTIC_BLOODLOSS_AMOUNT
/
PlayerConstants
.
SALINE_BLOOD_REGEN_PER_SEC
;
59
return
time;
60
}
61
};
HemolyticReactionMdfr
Definition
hemolyticreaction.c:2
HemolyticReactionMdfr::DeactivateCondition
override bool DeactivateCondition(PlayerBase player)
Definition
hemolyticreaction.c:37
HemolyticReactionMdfr::OnReconnect
override void OnReconnect(PlayerBase player)
Definition
hemolyticreaction.c:32
HemolyticReactionMdfr::OnActivate
override void OnActivate(PlayerBase player)
Definition
hemolyticreaction.c:22
HemolyticReactionMdfr::CalculateRunTime
float CalculateRunTime()
Definition
hemolyticreaction.c:56
HemolyticReactionMdfr::m_RunningTime
float m_RunningTime
Definition
hemolyticreaction.c:3
HemolyticReactionMdfr::OnTick
override void OnTick(PlayerBase player, float deltaT)
Definition
hemolyticreaction.c:51
HemolyticReactionMdfr::Init
override void Init()
Definition
hemolyticreaction.c:5
HemolyticReactionMdfr::ActivateCondition
override bool ActivateCondition(PlayerBase player)
Definition
hemolyticreaction.c:17
HemolyticReactionMdfr::OnDeactivate
override void OnDeactivate(PlayerBase player)
Definition
hemolyticreaction.c:27
ModifierBase
Definition
breathvapourmdfr.c:4
PlayerBase
Definition
playerbaseclient.c:2
PlayerConstants
Definition
playerconstants.c:2
PlayerConstants::HEMOLYTIC_BLOODLOSS_AMOUNT
static const float HEMOLYTIC_BLOODLOSS_AMOUNT
Definition
playerconstants.c:117
PlayerConstants::HEMOLYTIC_BLOOD_DRAIN_PER_SEC
static const float HEMOLYTIC_BLOOD_DRAIN_PER_SEC
Definition
playerconstants.c:116
PlayerConstants::SALINE_BLOOD_REGEN_PER_SEC
static const float SALINE_BLOOD_REGEN_PER_SEC
Definition
playerconstants.c:112
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
GetAttachedTime
float GetAttachedTime()
Definition
modifierbase.c:150
DisableActivateCheck
void DisableActivateCheck()
Definition
modifierbase.c:81
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
m_IsPersistent
bool m_IsPersistent
should this modifier track overall time it was active ?
Definition
modifierbase.c:15
DEFAULT_TICK_TIME_INACTIVE
const int DEFAULT_TICK_TIME_INACTIVE
Definition
modifiersmanager.c:29
DEFAULT_TICK_TIME_ACTIVE
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE
OnActivate
void OnActivate()
Definition
trap_landmine.c:67
Games
Dayz
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4_world
classes
playermodifiers
modifiers
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hemolyticreaction.c
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