30 player.IncreaseDiseaseCount();
36 player.DecreaseDiseaseCount();
46 if (
GetAttachedTime() > 4 && (!
player.GetSymptomManager().GetCurrentPrimaryActiveSymptom() || (
player.GetSymptomManager().GetCurrentPrimaryActiveSymptom() &&
player.GetSymptomManager().GetCurrentPrimaryActiveSymptom().GetType() !=
SymptomIDs.SYMPTOM_VOMIT)))
47 player.AddHealth(
"",
"Shock", -100);
49 if (
player.IsUnconscious())
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
bool m_TrackActivatedTime
eModifierSyncIDs m_SyncID
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
const int DEFAULT_TICK_TIME_ACTIVE_SHORT
void OnActivate(PlayerBase player)
static const int AGENT_THRESHOLD_ACTIVATE
bool ActivateCondition(PlayerBase player)
void OnDeactivate(PlayerBase player)
static const float DAMAGE_PER_SEC
static const int AGENT_THRESHOLD_DEACTIVATE
override string GetDebugText()
void OnTick(PlayerBase player, float deltaT)
static const int AGENT_THRESHOLD_FEVER
bool DeactivateCondition(PlayerBase player)