18 return player.GetDrowningWaterLevelCheck();
33 if (player.GetStaminaHandler().GetStamina() <= 0)
37 player.RequestSoundEventEx(
EPlayerSoundEventID.DROWNING_PAIN,
false, EPlayerSoundEventParam.HIGHEST_PRIORITY);
48 player.SetDrowning(
true);
50 player.RequestSoundEventEx(
EPlayerSoundEventID.DROWNING_BREATH,
false, EPlayerSoundEventParam.HIGHEST_PRIORITY);
72 player.SetDrowning(
false);
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
eModifierSyncIDs m_SyncID
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
override ScriptCallQueue GetCallQueue(int call_category)
static float GetShockDepletionSpeed()
static float GetHealthDepletionSpeed()
void PlayDrowningSound(int index)
static const float STAMINA_RECOVERY_MULTIPLIER
override bool DeactivateCondition(PlayerBase player)
bool CheckIsDrowning(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnTick(PlayerBase player, float deltaT)
override bool ActivateCondition(PlayerBase player)
override void OnDeactivate(PlayerBase player)
override void OnActivate(PlayerBase player)
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto native CGame GetGame()