33 player.IncreaseHealingsCount();
34 player.GiveShock(100);
35 player.GetStaminaHandler().SetStamina(100);
41 player.DecreaseHealingsCount();
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
bool m_TrackActivatedTime
overall time this modifier was active
void DisableActivateCheck()
bool m_AnalyticsStatsEnabled
float m_TickIntervalActive
float m_TickIntervalInactive
bool m_IsPersistent
should this modifier track overall time it was active ?
const int DEFAULT_TICK_TIME_INACTIVE
override bool DeactivateCondition(PlayerBase player)
override string GetDebugText()
override void OnDeactivate(PlayerBase player)
const float STAMINA_DEPLETION_MULTIPLIER
override void OnReconnect(PlayerBase player)
override bool ActivateCondition(PlayerBase player)
override void OnActivate(PlayerBase player)
static proto string ToString(void var, bool type=false, bool name=false, bool quotes=true)
Return string representation of variable.