21 return (
player.GetModifiersManager().IsModifierActive(
eModifiers.MDF_WOUND_INFECTION1) ||
player.GetModifiersManager().IsModifierActive(
eModifiers.MDF_POISONING) ||
player.GetModifiersManager().IsModifierActive(
eModifiers.MDF_WOUND_INFECTION2));
26 if (
player.m_NotifiersManager)
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
bool m_TrackActivatedTime
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_ACTIVE
const int DEFAULT_TICK_TIME_INACTIVE_LONG
override void OnActivate(PlayerBase player)
static const float FATIGUE_EVENT_INTERVAL_MIN
static const float FATIGUE_EVENT_INTERVAL_MAX
static const float STAMINA_DEPLETION_MULTIPLIER
override bool DeactivateCondition(PlayerBase player)
override void OnDeactivate(PlayerBase player)
override void OnTick(PlayerBase player, float deltaT)
override void OnReconnect(PlayerBase player)
static const float STAMINA_RECOVERY_MULTIPLIER
override bool ActivateCondition(PlayerBase player)
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.