DayZ 1.24
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BloodNotfr.c
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2{
3 protected const float DEC_TRESHOLD_LOW = 0;
4 protected const float DEC_TRESHOLD_MED = -12;
5 protected const float DEC_TRESHOLD_HIGH = -22;
6 protected const float INC_TRESHOLD_LOW = 0;
7 protected const float INC_TRESHOLD_MED = 3;
8 protected const float INC_TRESHOLD_HIGH = 6;
9
13
14 override int GetNotifierType()
15 {
16 return eNotifiers.NTF_BLOOD;
17 }
18
19 override void DisplayTendency(float delta)
20 {
22
23 //DSLevels level = DetermineLevel( GetObservedValue(), PlayerConstants.THRESHOLD_BLOOD_WARNING, PlayerConstants.THRESHOLD_BLOOD_CRITICAL, PlayerConstants.THRESHOLD_BLOOD_BLINKING, PlayerConstants.THRESHOLD_BLOOD_EXTRA );
25
26 EStatLevels blood_level = m_Player.GetStatLevelBlood();
27
28 if (dis_elm)
29 {
30 dis_elm.SetTendency(tendency);
31 dis_elm.SetSeriousnessLevel(blood_level);
32
33 }
34
35 }
36
37 override float GetObservedValue()
38 {
39 float blood = m_Player.GetHealth("GlobalHealth", "Blood");
40 return blood;
41 }
42};
DisplayElementBase GetElement(eDisplayElements element_id)
EStatLevels
Definition EStatLevels.c:2
void NotifiersManager(PlayerBase player)
eNotifiers
const float DEC_TRESHOLD_MED
Definition BloodNotfr.c:4
const float DEC_TRESHOLD_HIGH
Definition BloodNotfr.c:5
const float INC_TRESHOLD_MED
Definition BloodNotfr.c:7
const float DEC_TRESHOLD_LOW
Definition BloodNotfr.c:3
override void DisplayTendency(float delta)
Definition BloodNotfr.c:19
const float INC_TRESHOLD_LOW
Definition BloodNotfr.c:6
const float INC_TRESHOLD_HIGH
Definition BloodNotfr.c:8
void BloodNotfr(NotifiersManager manager)
Definition BloodNotfr.c:10
override float GetObservedValue()
Definition BloodNotfr.c:37
override int GetNotifierType()
Definition BloodNotfr.c:14
PlayerBase m_Player
Definition NotifierBase.c:6
VirtualHud GetVirtualHud()
int CalculateTendency(float delta, float inctresholdlow, float inctresholdmed, float inctresholdhigh, float dectresholdlow, float dectresholdmed, float dectresholdhigh)