DayZ 1.24
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HealthRegenMdfr Class Reference
Inheritance diagram for HealthRegenMdfr:
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Collaboration diagram for HealthRegenMdfr:
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Private Member Functions

override void Init ()
 
override bool ActivateCondition (PlayerBase player)
 
override void OnActivate (PlayerBase player)
 
override void OnReconnect (PlayerBase player)
 
override bool DeactivateCondition (PlayerBase player)
 
override void OnTick (PlayerBase player, float deltaT)
 

Detailed Description

Definition at line 1 of file HealthRegen.c.

Member Function Documentation

◆ ActivateCondition()

override bool HealthRegenMdfr::ActivateCondition ( PlayerBase player)
inlineprivate

Definition at line 12 of file HealthRegen.c.

13 {
14 return true;
15 }

◆ DeactivateCondition()

override bool HealthRegenMdfr::DeactivateCondition ( PlayerBase player)
inlineprivate

Definition at line 26 of file HealthRegen.c.

27 {
28 return false;
29 }

◆ Init()

override void HealthRegenMdfr::Init ( )
inlineprivate

Definition at line 3 of file HealthRegen.c.

4 {
6 m_ID = eModifiers.MDF_HEALTH_REGEN;
10 }
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
bool m_TrackActivatedTime
void DisableDeactivateCheck()
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
const int DEFAULT_TICK_TIME_ACTIVE
eModifiers
Definition eModifiers.c:2

References DEFAULT_TICK_TIME_ACTIVE, DEFAULT_TICK_TIME_INACTIVE, DisableDeactivateCheck(), m_ID, m_TickIntervalActive, m_TickIntervalInactive, and m_TrackActivatedTime.

◆ OnActivate()

override void HealthRegenMdfr::OnActivate ( PlayerBase player)
inlineprivate

Definition at line 17 of file HealthRegen.c.

18 {
19 }

◆ OnReconnect()

override void HealthRegenMdfr::OnReconnect ( PlayerBase player)
inlineprivate

Definition at line 21 of file HealthRegen.c.

22 {
23
24 }

◆ OnTick()

override void HealthRegenMdfr::OnTick ( PlayerBase player,
float deltaT )
inlineprivate

Definition at line 31 of file HealthRegen.c.

32 {
33 if (player.IsAlive())//this needs to be here, some of the other modifiers can kill the character during the same modifier tick, and not checking here can partially revive him(resulting in a broken char)
34 {
35
36 float regen_speed = player.GetHealthRegenSpeed() * deltaT;;
37 player.AddHealth("GlobalHealth", "Health", regen_speed);
38
39 player.AddHealth("RightArm", "Health", regen_speed * PlayerConstants.DAMAGE_ZONE_BLOOD_REGEN_MODIFIER);
40 player.AddHealth("RightHand", "Health", regen_speed * PlayerConstants.DAMAGE_ZONE_BLOOD_REGEN_MODIFIER);
42 player.AddHealth("LeftHand", "Health", regen_speed * PlayerConstants.DAMAGE_ZONE_BLOOD_REGEN_MODIFIER);
43
44 //Leg regen when legs are NOT BROKEN
45 if (player.GetBrokenLegs() == eBrokenLegs.NO_BROKEN_LEGS)
46 {
47 player.AddHealth("RightLeg", "Health", PlayerConstants.LEG_HEALTH_REGEN);
48 player.AddHealth("RightFoot", "Health", PlayerConstants.LEG_HEALTH_REGEN);
49 player.AddHealth("LeftLeg", "Health", PlayerConstants.LEG_HEALTH_REGEN);
50 player.AddHealth("LeftFoot", "Health", PlayerConstants.LEG_HEALTH_REGEN);
51 }
52 else
53 {
54 //Leg regen when legs are BROKEN or SPLINTED
55 player.AddHealth("RightLeg", "Health", PlayerConstants.LEG_HEALTH_REGEN_BROKEN);
56 player.AddHealth("RightFoot", "Health", PlayerConstants.LEG_HEALTH_REGEN_BROKEN);
57 player.AddHealth("LeftLeg", "Health", PlayerConstants.LEG_HEALTH_REGEN_BROKEN);
58 player.AddHealth("LeftFoot", "Health", PlayerConstants.LEG_HEALTH_REGEN_BROKEN);
59 }
60
62
63 // We increase head health regeneration as it is unclear to players what health level individual zones have
64 player.AddHealth("Head", "Health", (regen_speed * PlayerConstants.DAMAGE_ZONE_BLOOD_REGEN_MODIFIER) * 2);
65 }
66 }
eBrokenLegs
Definition EBrokenLegs.c:2
static const float DAMAGE_ZONE_BLOOD_REGEN_MODIFIER
static const float LEG_HEALTH_REGEN_BROKEN
static const float LEG_HEALTH_REGEN

References PlayerConstants::DAMAGE_ZONE_BLOOD_REGEN_MODIFIER, PlayerConstants::LEG_HEALTH_REGEN, and PlayerConstants::LEG_HEALTH_REGEN_BROKEN.


The documentation for this class was generated from the following file: