DayZ 1.24
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Wet.c
Go to the documentation of this file.
2{
11 {
12 if (player.GetStatWet().Get() == player.GetStatWet().GetMax())
13 return true;
14
15 return false;
16 }
17
19 {
20 if (player.GetStatWet().Get() == player.GetStatWet().GetMin())
21 return true;
22
23 return false;
24 }
25
26
28 {
29 if (player.m_NotifiersManager) player.m_NotifiersManager.ActivateByType(eNotifiers.NTF_WETNESS);
30 }
31
33 {
34 this.OnActivate(player);
35 }
36
37
39 {
40 if (player.m_NotifiersManager) player.m_NotifiersManager.DeactivateByType(eNotifiers.NTF_WETNESS);
41 }
42
43 override string GetDebugText()
44 {
45 string wetness = m_Player.GetStatWet().Get().ToString();
46 string wetness_min = m_Player.GetStatWet().GetMin().ToString();
47 return "wetness:" + wetness + " | " + "wetness min:" + wetness_min;
48 }
49
50 override string GetDebugTextSimple()
51 {
52 return "";
53 }
54};
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
DayZPlayer m_Player
Definition Hand_Events.c:42
bool m_TrackActivatedTime
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
const int DEFAULT_TICK_TIME_ACTIVE
eNotifiers
Definition Wet.c:2
override void OnReconnect(PlayerBase player)
Definition Wet.c:32
override bool ActivateCondition(PlayerBase player)
Definition Wet.c:10
override bool DeactivateCondition(PlayerBase player)
Definition Wet.c:18
override void OnActivate(PlayerBase player)
Definition Wet.c:27
override void OnDeactivate(PlayerBase player)
Definition Wet.c:38
override string GetDebugTextSimple()
Definition Wet.c:50
override string GetDebugText()
Definition Wet.c:43
override void Init()
Definition Wet.c:3
eModifiers
Definition eModifiers.c:2
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
Definition human.c:1167