DayZ 1.24
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ImmunityBoost.c
Go to the documentation of this file.
2{
6
16
18 {
19 return false;
20 }
21
23 {
25 }
26
27 override string GetDebugText()
28 {
29 return (m_RegenTime - GetAttachedTime()).ToString();
30 }
31
33 {
34 player.SetImmunityBoosted(true);
35 player.IncreaseHealingsCount();
36 /*
37 if( player.GetNotifiersManager() )
38 player.GetNotifiersManager().ActivateByType(eNotifiers.NTF_PILLS);
39 */
40 }
41
43 {
44 player.SetImmunityBoosted(false);
45 player.DecreaseHealingsCount();
46 /*
47 if( player.GetNotifiersManager() )
48 player.GetNotifiersManager().DeactivateByType(eNotifiers.NTF_PILLS);
49 */
50 }
51
53 {
55
57 return true;
58 else
59 return false;
60 }
61
62 override void OnTick(PlayerBase player, float deltaT)
63 {
64
65 }
66};
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
bool m_IsPersistent
const int DEFAULT_TICK_TIME_INACTIVE
override string GetDebugText()
override void Init()
override bool DeactivateCondition(PlayerBase player)
ref HumanMovementState m_MovementState
float m_LastWaterLevel
override void OnTick(PlayerBase player, float deltaT)
override bool ActivateCondition(PlayerBase player)
override void OnActivate(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnDeactivate(PlayerBase player)
static const float VITAMINS_LIFETIME_SECS
eModifiers
Definition eModifiers.c:2
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
Definition human.c:1167