DayZ 1.24
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HemolyticReaction.c
Go to the documentation of this file.
2{
3 private float m_RunningTime;
4
17 {
18 return false;
19 }
20
22 {
23 player.IncreaseDiseaseCount();
24 }
25
27 {
28 player.DecreaseDiseaseCount();
29 }
30
32 {
34 }
35
37 {
39
41 return true;
42 else
43 return false;
44 }
45
46 override void OnTick(PlayerBase player, float deltaT)
47 {
49 }
50
56};
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()
void DisableActivateCheck()
float m_TickIntervalActive
float m_TickIntervalInactive
bool m_IsPersistent
const int DEFAULT_TICK_TIME_INACTIVE
const int DEFAULT_TICK_TIME_ACTIVE
override bool ActivateCondition(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
override void OnTick(PlayerBase player, float deltaT)
override void OnDeactivate(PlayerBase player)
override bool DeactivateCondition(PlayerBase player)
static const float SALINE_BLOOD_REGEN_PER_SEC
static const float HEMOLYTIC_BLOOD_DRAIN_PER_SEC
static const float HEMOLYTIC_BLOODLOSS_AMOUNT
eModifiers
Definition eModifiers.c:2
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
Definition human.c:1167