DayZ 1.24
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Testing.c
Go to the documentation of this file.
2{
3 float stuff;
4 bool swch;
12
14 {
15 //m_Timer1.Run(1, this, "BadaBang");
16 player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_COUGH);
17
18 }
19
21 {
22
23 }
24
25 // ------------------------------------------------------------------------------
26
27 // ------------------------------------------------------------------------------
28
30 {
31 return swch;
32 if (stuff < 40)
33 return true;
34 else return false;
35 }
36
38 {
39 if (GetAttachedTime() > 100) {swch = true; return true;}
40 else return false;
41 if (stuff > 40)
42 return true;
43 else return false;
44 }
45 // ------------------------------------------------------------------------------
46
47 override void OnTick(PlayerBase player, float deltaT)
48 {
49 stuff += deltaT;
50 }
51};
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()
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
const int DEFAULT_TICK_TIME_ACTIVE
override bool DeactivateCondition(PlayerBase player)
Definition Testing.c:37
override void OnActivate(PlayerBase player)
Definition Testing.c:13
override void OnTick(PlayerBase player, float deltaT)
Definition Testing.c:47
float stuff
Definition Testing.c:3
override bool ActivateCondition(PlayerBase player)
Definition Testing.c:29
override void OnReconnect(PlayerBase player)
Definition Testing.c:20
bool swch
Definition Testing.c:4
override void Init()
Definition Testing.c:5
eModifiers
Definition eModifiers.c:2