DayZ 1.24
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ImmunityBoost Class Reference
Inheritance diagram for ImmunityBoost:
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Collaboration diagram for ImmunityBoost:
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Private Member Functions

override void Init ()
 
override bool ActivateCondition (PlayerBase player)
 
override void OnReconnect (PlayerBase player)
 
override string GetDebugText ()
 
override void OnActivate (PlayerBase player)
 
override void OnDeactivate (PlayerBase player)
 
override bool DeactivateCondition (PlayerBase player)
 
override void OnTick (PlayerBase player, float deltaT)
 

Private Attributes

float m_LastWaterLevel
 
ref HumanMovementState m_MovementState = new HumanMovementState()
 
float m_RegenTime
 

Detailed Description

Definition at line 1 of file ImmunityBoost.c.

Member Function Documentation

◆ ActivateCondition()

override bool ImmunityBoost::ActivateCondition ( PlayerBase player)
inlineprivate

Definition at line 17 of file ImmunityBoost.c.

18 {
19 return false;
20 }

◆ DeactivateCondition()

override bool ImmunityBoost::DeactivateCondition ( PlayerBase player)
inlineprivate

Definition at line 52 of file ImmunityBoost.c.

53 {
55
57 return true;
58 else
59 return false;
60 }
float GetAttachedTime()

References GetAttachedTime(), and m_RegenTime.

◆ GetDebugText()

override string ImmunityBoost::GetDebugText ( )
inlineprivate

Definition at line 27 of file ImmunityBoost.c.

28 {
29 return (m_RegenTime - GetAttachedTime()).ToString();
30 }

References GetAttachedTime(), and m_RegenTime.

◆ Init()

override void ImmunityBoost::Init ( )
inlineprivate

Definition at line 7 of file ImmunityBoost.c.

8 {
10 m_IsPersistent = true;
11 m_ID = eModifiers.MDF_IMMUNITYBOOST;
15 }
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 m_TickIntervalActive
float m_TickIntervalInactive
bool m_IsPersistent
const int DEFAULT_TICK_TIME_INACTIVE
static const float VITAMINS_LIFETIME_SECS
eModifiers
Definition eModifiers.c:2

References DEFAULT_TICK_TIME_INACTIVE, m_ID, m_IsPersistent, m_RegenTime, m_TickIntervalActive, m_TickIntervalInactive, m_TrackActivatedTime, and PlayerConstants::VITAMINS_LIFETIME_SECS.

◆ OnActivate()

override void ImmunityBoost::OnActivate ( PlayerBase player)
inlineprivate

Definition at line 32 of file ImmunityBoost.c.

33 {
34 player.SetImmunityBoosted(true);
35 player.IncreaseHealingsCount();
36 /*
37 if( player.GetNotifiersManager() )
38 player.GetNotifiersManager().ActivateByType(eNotifiers.NTF_PILLS);
39 */
40 }

◆ OnDeactivate()

override void ImmunityBoost::OnDeactivate ( PlayerBase player)
inlineprivate

Definition at line 42 of file ImmunityBoost.c.

43 {
44 player.SetImmunityBoosted(false);
45 player.DecreaseHealingsCount();
46 /*
47 if( player.GetNotifiersManager() )
48 player.GetNotifiersManager().DeactivateByType(eNotifiers.NTF_PILLS);
49 */
50 }

◆ OnReconnect()

override void ImmunityBoost::OnReconnect ( PlayerBase player)
inlineprivate

Definition at line 22 of file ImmunityBoost.c.

23 {
25 }
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
Definition human.c:1167

References OnActivate().

◆ OnTick()

override void ImmunityBoost::OnTick ( PlayerBase player,
float deltaT )
inlineprivate

Definition at line 62 of file ImmunityBoost.c.

63 {
64
65 }

Member Data Documentation

◆ m_LastWaterLevel

float ImmunityBoost::m_LastWaterLevel
private

Definition at line 3 of file ImmunityBoost.c.

◆ m_MovementState

ref HumanMovementState ImmunityBoost::m_MovementState = new HumanMovementState()
private

Definition at line 4 of file ImmunityBoost.c.

◆ m_RegenTime

float ImmunityBoost::m_RegenTime
private

Definition at line 5 of file ImmunityBoost.c.

Referenced by DeactivateCondition(), GetDebugText(), and Init().


The documentation for this class was generated from the following file: