DayZ 1.24
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Saline.c
Go to the documentation of this file.
2{
14
16 {
17 return false;
18 }
19
21 {
23
25 return true;
26 else
27 return false;
28 }
29
31 {
33 }
34
36 {
37 player.IncreaseHealingsCount();
38 /*
39 if( player.GetNotifiersManager() )
40 player.GetNotifiersManager().ActivateByType(eNotifiers.NTF_PILLS);
41 */
42 }
43
45 {
46 player.DecreaseHealingsCount();
47 /*
48 if( player.GetNotifiersManager() )
49 player.GetNotifiersManager().DeactivateByType(eNotifiers.NTF_PILLS);
50 */
51 }
52
53 override void OnTick(PlayerBase player, float deltaT)
54 {
57 }
58
64};
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
static const float SALINE_BLOOD_REGEN_PER_SEC
static const float SALINE_WATER_REGEN_PER_SEC
static const float SALINE_LIQUID_AMOUNT
override bool ActivateCondition(PlayerBase player)
Definition Saline.c:15
float m_RegenTime
Definition Saline.c:3
override bool DeactivateCondition(PlayerBase player)
Definition Saline.c:20
override void OnReconnect(PlayerBase player)
Definition Saline.c:30
override void OnDeactivate(PlayerBase player)
Definition Saline.c:44
override void OnTick(PlayerBase player, float deltaT)
Definition Saline.c:53
float CalculateRegenTime()
Definition Saline.c:59
override void OnActivate(PlayerBase player)
Definition Saline.c:35
override void Init()
Definition Saline.c:4
eModifiers
Definition eModifiers.c:2
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
Definition human.c:1167