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immunityboost.c
Go to the documentation of this file.
1
class
ImmunityBoost
:
ModifierBase
2
{
3
float
m_LastWaterLevel
;
4
ref
HumanMovementState
m_MovementState
=
new
HumanMovementState
();
5
float
m_RegenTime
;
6
7
override
void
Init
()
8
{
9
m_TrackActivatedTime
=
true
;
10
m_AnalyticsStatsEnabled
=
true
;
11
m_IsPersistent
=
true
;
12
m_ID
=
eModifiers
.MDF_IMMUNITYBOOST;
13
m_TickIntervalInactive
=
DEFAULT_TICK_TIME_INACTIVE
;
14
m_TickIntervalActive
= 1;
15
m_RegenTime
=
PlayerConstants
.
VITAMINS_LIFETIME_SECS
;
16
}
17
18
override
bool
ActivateCondition
(
PlayerBase
player)
19
{
20
return
false
;
21
}
22
23
override
void
OnReconnect
(
PlayerBase
player)
24
{
25
OnActivate
(player);
26
}
27
28
override
string
GetDebugText
()
29
{
30
return
(
m_RegenTime
-
GetAttachedTime
()).
ToString
();
31
}
32
33
override
void
OnActivate
(
PlayerBase
player)
34
{
35
player.SetImmunityBoosted(
true
);
36
player.IncreaseHealingsCount();
37
}
38
39
override
void
OnDeactivate
(
PlayerBase
player)
40
{
41
player.SetImmunityBoosted(
false
);
42
player.DecreaseHealingsCount();
43
}
44
45
override
bool
DeactivateCondition
(
PlayerBase
player)
46
{
47
float
attached_time =
GetAttachedTime
();
48
49
if
( attached_time >=
m_RegenTime
)
50
return
true
;
51
else
52
return
false
;
53
}
54
}
HumanMovementState
Definition
human.c:1154
ImmunityBoost
Definition
immunityboost.c:2
ImmunityBoost::DeactivateCondition
override bool DeactivateCondition(PlayerBase player)
Definition
immunityboost.c:45
ImmunityBoost::OnReconnect
override void OnReconnect(PlayerBase player)
Definition
immunityboost.c:23
ImmunityBoost::OnActivate
override void OnActivate(PlayerBase player)
Definition
immunityboost.c:33
ImmunityBoost::m_RegenTime
float m_RegenTime
Definition
immunityboost.c:5
ImmunityBoost::GetDebugText
override string GetDebugText()
Definition
immunityboost.c:28
ImmunityBoost::Init
override void Init()
Definition
immunityboost.c:7
ImmunityBoost::ActivateCondition
override bool ActivateCondition(PlayerBase player)
Definition
immunityboost.c:18
ImmunityBoost::OnDeactivate
override void OnDeactivate(PlayerBase player)
Definition
immunityboost.c:39
ImmunityBoost::m_MovementState
ref HumanMovementState m_MovementState
Definition
immunityboost.c:4
ImmunityBoost::m_LastWaterLevel
float m_LastWaterLevel
Definition
immunityboost.c:3
ModifierBase
Definition
breathvapourmdfr.c:4
PlayerBase
Definition
playerbaseclient.c:2
PlayerConstants
Definition
playerconstants.c:2
PlayerConstants::VITAMINS_LIFETIME_SECS
static const float VITAMINS_LIFETIME_SECS
Definition
playerconstants.c:192
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
string::ToString
static proto string ToString(void var, bool type=false, bool name=false, bool quotes=true)
Return string representation of variable.
m_TrackActivatedTime
bool m_TrackActivatedTime
overall time this modifier was active
Definition
modifierbase.c:14
GetAttachedTime
float GetAttachedTime()
Definition
modifierbase.c:150
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
OnActivate
void OnActivate()
Definition
trap_landmine.c:67
Games
Dayz
scripts
4_world
classes
playermodifiers
modifiers
immunityboost.c
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