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saline.c
Go to the documentation of this file.
1
class
SalineMdfr
:
ModifierBase
2
{
3
float
m_RegenTime
;
4
override
void
Init
()
5
{
6
m_TrackActivatedTime
=
true
;
7
m_IsPersistent
=
true
;
8
m_ID
=
eModifiers
.MDF_SALINE;
9
m_TickIntervalInactive
=
DEFAULT_TICK_TIME_INACTIVE
;
10
m_TickIntervalActive
=
DEFAULT_TICK_TIME_ACTIVE
;
11
m_RegenTime
=
CalculateRegenTime
();
12
DisableActivateCheck
();
13
}
14
15
override
bool
ActivateCondition
(
PlayerBase
player)
16
{
17
return
false
;
18
}
19
20
override
bool
DeactivateCondition
(
PlayerBase
player)
21
{
22
float
attached_time =
GetAttachedTime
();
23
24
if
( attached_time >
m_RegenTime
)
25
{
26
return
true
;
27
}
28
else
29
{
30
return
false
;
31
}
32
}
33
34
override
void
OnReconnect
(
PlayerBase
player)
35
{
36
OnActivate
(player);
37
}
38
39
override
void
OnActivate
(
PlayerBase
player)
40
{
41
player.IncreaseHealingsCount();
42
/*
43
if( player.GetNotifiersManager() )
44
player.GetNotifiersManager().ActivateByType(eNotifiers.NTF_PILLS);
45
*/
46
}
47
48
override
void
OnDeactivate
(
PlayerBase
player)
49
{
50
player.DecreaseHealingsCount();
51
/*
52
if( player.GetNotifiersManager() )
53
player.GetNotifiersManager().DeactivateByType(eNotifiers.NTF_PILLS);
54
*/
55
}
56
57
override
void
OnTick
(
PlayerBase
player,
float
deltaT)
58
{
59
player.AddHealth(
""
,
"Blood"
,
PlayerConstants
.
SALINE_BLOOD_REGEN_PER_SEC
* deltaT);
60
player.GetStatWater().Add(
PlayerConstants
.
SALINE_WATER_REGEN_PER_SEC
* deltaT );
61
}
62
63
float
CalculateRegenTime
()
64
{
65
float
regen_time =
PlayerConstants
.
SALINE_LIQUID_AMOUNT
/
PlayerConstants
.
SALINE_BLOOD_REGEN_PER_SEC
;
66
return
regen_time;
67
}
68
};
ModifierBase
Definition
breathvapourmdfr.c:4
PlayerBase
Definition
playerbaseclient.c:2
PlayerConstants
Definition
playerconstants.c:2
PlayerConstants::SALINE_LIQUID_AMOUNT
static const float SALINE_LIQUID_AMOUNT
Definition
playerconstants.c:113
PlayerConstants::SALINE_WATER_REGEN_PER_SEC
static const float SALINE_WATER_REGEN_PER_SEC
Definition
playerconstants.c:114
PlayerConstants::SALINE_BLOOD_REGEN_PER_SEC
static const float SALINE_BLOOD_REGEN_PER_SEC
Definition
playerconstants.c:112
SalineMdfr
Definition
saline.c:2
SalineMdfr::DeactivateCondition
override bool DeactivateCondition(PlayerBase player)
Definition
saline.c:20
SalineMdfr::OnReconnect
override void OnReconnect(PlayerBase player)
Definition
saline.c:34
SalineMdfr::OnActivate
override void OnActivate(PlayerBase player)
Definition
saline.c:39
SalineMdfr::m_RegenTime
float m_RegenTime
Definition
saline.c:3
SalineMdfr::CalculateRegenTime
float CalculateRegenTime()
Definition
saline.c:63
SalineMdfr::OnTick
override void OnTick(PlayerBase player, float deltaT)
Definition
saline.c:57
SalineMdfr::Init
override void Init()
Definition
saline.c:4
SalineMdfr::ActivateCondition
override bool ActivateCondition(PlayerBase player)
Definition
saline.c:15
SalineMdfr::OnDeactivate
override void OnDeactivate(PlayerBase player)
Definition
saline.c:48
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_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
scripts
4_world
classes
playermodifiers
modifiers
saline.c
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