DayZ 1.24
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TestDisease.c
Go to the documentation of this file.
2{
3 float m_Interval;
5
18
20 {
21 return false;
22 }
23
25 {
26 //player.GetBleedingManagerServer().AttemptAddBleedingSource(Math.RandomInt(0, 100));
27 }
28
30 {
31 //OnActivate(player);
32 //player.GetSymptomManager().QueueUpSecondaryState( SymptomIDs.SYMPTOM_BLINDNESS );
33 }
34
36 {
37 }
38
40 {
41 return false;
42 }
43
44 override void OnTick(PlayerBase player, float deltaT)
45 {
46 player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_LAUGHTER);
47 }
48};
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
bool m_TrackActivatedTime
void DisableDeactivateCheck()
void DisableActivateCheck()
float m_TickIntervalActive
float m_TickIntervalInactive
void MakeParamObjectPersistent(Param object)
const int DEFAULT_TICK_TIME_INACTIVE
override void OnTick(PlayerBase player, float deltaT)
Definition TestDisease.c:44
override void OnActivate(PlayerBase player)
Definition TestDisease.c:24
override void Init()
Definition TestDisease.c:6
override bool ActivateCondition(PlayerBase player)
Definition TestDisease.c:19
override void OnReconnect(PlayerBase player)
Definition TestDisease.c:29
override void OnDeactivate(PlayerBase player)
Definition TestDisease.c:35
override bool DeactivateCondition(PlayerBase player)
Definition TestDisease.c:39
ref Param1< float > m_SomeValue
Definition TestDisease.c:4