DayZ 1.24
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EpinephrineMdfr.c
Go to the documentation of this file.
2{
3 const int LIFETIME = 60;
5 override void Init()
6 {
8 m_IsPersistent = true;
9 m_ID = eModifiers.MDF_EPINEPHRINE;
13 }
14
16 {
17 return false;
18 }
19
21 {
23 }
24
25 override string GetDebugText()
26 {
27 return (LIFETIME - GetAttachedTime()).ToString();
28 }
29
31 {
32 player.IncreaseHealingsCount();
33 //if( player.GetNotifiersManager() ) player.GetNotifiersManager().ActivateByType(eNotifiers.NTF_PILLS);
34 player.GiveShock(100);
35 player.GetStaminaHandler().SetStamina(100);
36 player.GetStaminaHandler().ActivateDepletionModifier(EStaminaMultiplierTypes.EPINEPHRINE);
37 }
38
40 {
41 //if( player.GetNotifiersManager() ) player.GetNotifiersManager().DeactivateByType(eNotifiers.NTF_PILLS);
42 player.DecreaseHealingsCount();
43 //player.GetStaminaHandler().SetDepletionMultiplier(1);
44 player.GetStaminaHandler().DeactivateDepletionModifier(EStaminaMultiplierTypes.EPINEPHRINE);
45 }
46
48 {
50
52 return true;
53 else
54 return false;
55 }
56
57 override void OnTick(PlayerBase player, float deltaT)
58 {
59 //player.GetStaminaHandler().SetStamina(100);
60 }
61
62
63};
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
bool m_TrackActivatedTime
float GetAttachedTime()
void DisableActivateCheck()
float m_TickIntervalActive
float m_TickIntervalInactive
bool m_IsPersistent
const int DEFAULT_TICK_TIME_INACTIVE
EStaminaMultiplierTypes
override bool DeactivateCondition(PlayerBase player)
override string GetDebugText()
override void Init()
override void OnDeactivate(PlayerBase player)
override void OnTick(PlayerBase player, float deltaT)
const float STAMINA_DEPLETION_MULTIPLIER
override void OnReconnect(PlayerBase player)
override bool ActivateCondition(PlayerBase player)
override void OnActivate(PlayerBase player)
eModifiers
Definition eModifiers.c:2
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
Definition human.c:1167