DayZ 1.24
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MorphineMdfr.c
Go to the documentation of this file.
2{
3 const int LIFETIME = 60;
4
14
16 {
17 return false;
18 }
19
21 {
23 }
24
25 override string GetDebugText()
26 {
27 return (LIFETIME - GetAttachedTime()).ToString();
28 }
29
31 {
32 if (player.GetBrokenLegs() != eBrokenLegs.NO_BROKEN_LEGS)
33 {
34 player.m_ShockHandler.SetMultiplier(0.1); //was 0.5 //Switch the shock multiplier NEED A CONST
35 }
36 //if( player.GetNotifiersManager() ) player.GetNotifiersManager().ActivateByType(eNotifiers.NTF_PILLS);
37 player.IncreaseHealingsCount();
38 m_Player.m_InjuryHandler.m_ForceInjuryAnimMask = m_Player.m_InjuryHandler.m_ForceInjuryAnimMask | eInjuryOverrides.MORPHINE;
39 }
40
42 {
43
44 if (player.GetBrokenLegs() != eBrokenLegs.NO_BROKEN_LEGS)
45 player.m_ShockHandler.SetMultiplier(1); //Reset the shock multiplier when modifier stops
46 //if( player.GetNotifiersManager() ) player.GetNotifiersManager().DeactivateByType(eNotifiers.NTF_PILLS);
47 player.DecreaseHealingsCount();
48 m_Player.m_InjuryHandler.m_ForceInjuryAnimMask = m_Player.m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.MORPHINE;
49 }
50
52 {
54
56 return true;
57 else
58 return false;
59 }
60
61 override void OnTick(PlayerBase player, float deltaT)
62 {
63
64 }
65};
eBrokenLegs
Definition EBrokenLegs.c:2
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 GetAttachedTime()
void DisableActivateCheck()
float m_TickIntervalActive
float m_TickIntervalInactive
bool m_IsPersistent
const int DEFAULT_TICK_TIME_INACTIVE
override bool DeactivateCondition(PlayerBase player)
override bool ActivateCondition(PlayerBase player)
override string GetDebugText()
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
override void OnDeactivate(PlayerBase player)
override void Init()
Definition MorphineMdfr.c:5
const int LIFETIME
Definition MorphineMdfr.c:3
override void OnTick(PlayerBase player, float deltaT)
eModifiers
Definition eModifiers.c:2
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
Definition human.c:1167