Dayz Build 1.29.163047, Scripts Rev. 123548
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hemolyticreaction.c
Go to the documentation of this file.
2{
3 private float m_RunningTime;
4
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
61};
override bool DeactivateCondition(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
override void OnTick(PlayerBase player, float deltaT)
override bool ActivateCondition(PlayerBase player)
override void OnDeactivate(PlayerBase player)
static const float HEMOLYTIC_BLOODLOSS_AMOUNT
static const float HEMOLYTIC_BLOOD_DRAIN_PER_SEC
static const float SALINE_BLOOD_REGEN_PER_SEC
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it).
Definition effect.c:51
eModifiers
Definition emodifiers.c:2
bool m_TrackActivatedTime
overall time this modifier was active
float GetAttachedTime()
void DisableActivateCheck()
bool m_AnalyticsStatsEnabled
float m_TickIntervalActive
float m_TickIntervalInactive
bool m_IsPersistent
should this modifier track overall time it was active ?
const int DEFAULT_TICK_TIME_INACTIVE
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE
void OnActivate()