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immunesystem.c
Go to the documentation of this file.
1
class
ImmuneSystemMdfr
:
ModifierBase
2
{
3
bool
m_HasDisease
;
4
bool
m_HasHealings
;
5
override
void
Init
()
6
{
7
m_TrackActivatedTime
=
false
;
8
m_ID
=
eModifiers
.MDF_IMMUNE_SYSTEM;
9
m_TickIntervalInactive
=
DEFAULT_TICK_TIME_INACTIVE
;
10
m_TickIntervalActive
=
DEFAULT_TICK_TIME_ACTIVE
;
11
12
DisableDeactivateCheck
();
13
}
14
15
override
bool
ActivateCondition
(
PlayerBase
player)
16
{
17
return
true
;
18
}
19
20
override
void
OnActivate
(
PlayerBase
player)
21
{
22
}
23
24
override
void
OnReconnect
(
PlayerBase
player)
25
{
26
27
}
28
29
override
bool
DeactivateCondition
(
PlayerBase
player)
30
{
31
return
false
;
32
}
33
34
override
void
OnTick
(
PlayerBase
player,
float
deltaT)
35
{
36
// Debug.Log("ticking immune system", "agent");
37
float
result = player.GetImmunity() * deltaT;
38
player.ImmuneSystemTick(result, deltaT);
39
// Debug.Log("result: "+result.ToString(), "agent");
40
41
if
(
m_HasDisease
!= player.HasDisease() )
42
{
43
if
(player.HasDisease())
44
{
45
if
( player.GetNotifiersManager() ) player.GetNotifiersManager().ActivateByType(
eNotifiers
.NTF_SICK);
46
}
47
else
48
{
49
if
( player.GetNotifiersManager() ) player.GetNotifiersManager().DeactivateByType(
eNotifiers
.NTF_SICK);
50
}
51
m_HasDisease
= player.HasDisease();
52
}
53
54
55
if
(
m_HasHealings
!= player.HasHealings() )
56
{
57
58
if
( player.HasHealings() )
59
{
60
if
( player.GetNotifiersManager() )
61
player.GetNotifiersManager().ActivateByType(
eNotifiers
.NTF_PILLS);
62
}
63
else
64
{
65
if
( player.GetNotifiersManager() )
66
player.GetNotifiersManager().DeactivateByType(
eNotifiers
.NTF_PILLS);
67
}
68
m_HasHealings
= player.HasHealings();
69
}
70
71
}
72
73
};
ImmuneSystemMdfr
Definition
immunesystem.c:2
ImmuneSystemMdfr::DeactivateCondition
override bool DeactivateCondition(PlayerBase player)
Definition
immunesystem.c:29
ImmuneSystemMdfr::OnReconnect
override void OnReconnect(PlayerBase player)
Definition
immunesystem.c:24
ImmuneSystemMdfr::OnActivate
override void OnActivate(PlayerBase player)
Definition
immunesystem.c:20
ImmuneSystemMdfr::m_HasHealings
bool m_HasHealings
Definition
immunesystem.c:4
ImmuneSystemMdfr::OnTick
override void OnTick(PlayerBase player, float deltaT)
Definition
immunesystem.c:34
ImmuneSystemMdfr::Init
override void Init()
Definition
immunesystem.c:5
ImmuneSystemMdfr::ActivateCondition
override bool ActivateCondition(PlayerBase player)
Definition
immunesystem.c:15
ImmuneSystemMdfr::m_HasDisease
bool m_HasDisease
Definition
immunesystem.c:3
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
DisableDeactivateCheck
void DisableDeactivateCheck()
Definition
modifierbase.c:86
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
eNotifiers
eNotifiers
Definition
notifiersmanager.c:3
Games
Dayz
scripts
4_world
classes
playermodifiers
modifiers
immunesystem.c
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