1class TransferValues
extends Managed
3 const int TYPE_HEALTH = 1;
4 const int TYPE_BLOOD = 2;
9 const int BLOOD_THRESHOLD_LOW = 3000;
30 m_InitialSyncSent =
false;
37 m_LastBloodUpdate = 0;
39 m_BloodMaxValue =
m_Player.GetMaxHealth(
"",
"Blood");
52 if (
GetGame().IsClient())
return;
56 if (!m_InitialSyncSent)
151 m_InitialSyncSent =
true;
179 m_HealthClient =
value;
181 m_BloodClient =
value;
eInjuryHandlerLevels m_LastHealthUpdate
const float SENSITIVTY_PERCENTAGE
enum eInjuryHandlerLevels VALUE_CHECK_INTERVAL
float m_TimeSinceLastTick
static ref Param2< int, float > PARAM2_INT_FLOAT
void OnRPC(ParamsReadContext ctx)
void ShowDebugValues(bool show)
void ReceiveValue(int value_type, float value)
void SendValue(int value_type, float value)
void OnScheduledTick(float deltatime)
void SendInitValues()
Sends values on object creation.
void TransferValues(PlayerBase player)
Serialization general interface. Serializer API works with:
proto native CGame GetGame()
static proto native void End()
static proto native void Begin(string windowTitle, float x=0, float y=0)
static proto native void Text(string label)
static proto void BeginCleanupScope()
static proto native void EndCleanupScope()
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static proto float AbsFloat(float f)
Returns absolute value.