17 return player.GetDrowningWaterLevelCheck();
32 if (
player.GetStaminaHandler().GetStamina() <= 0)
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
bool m_TrackActivatedTime
eModifierSyncIDs m_SyncID
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
static float GetShockDepletionSpeed()
static float GetHealthDepletionSpeed()
void RequestSoundEventEx(EPlayerSoundEventID id, bool from_server_and_client=false, int param=0)
void PlayDrowningSound(int index)
static const float STAMINA_RECOVERY_MULTIPLIER
override bool DeactivateCondition(PlayerBase player)
bool CheckIsDrowning(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnTick(PlayerBase player, float deltaT)
override bool ActivateCondition(PlayerBase player)
override void OnDeactivate(PlayerBase player)
override void OnActivate(PlayerBase player)
proto native CGame GetGame()
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.