36 string text_pulse =
"pulse type:"+
m_Player.GetPulseType()+
"|";
38 string debug_text = text_pulse + text_shock;
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
bool m_AnalyticsStatsEnabled
float m_TickIntervalActive
float m_TickIntervalInactive
proto int GetTime()
returns mission time in milliseconds
static void SendPlayerUnconsciousness(DayZPlayer pPlayer, bool enable)
static const float UNCONSCIOUS_THRESHOLD
static const float CONSCIOUS_THRESHOLD
override bool ActivateCondition(PlayerBase player)
override bool DeactivateCondition(PlayerBase player)
override string GetDebugText()
const int UNCONSIOUSS_COOLDOWN_TIME
override void OnActivate(PlayerBase player)
override void OnDeactivate(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnTick(PlayerBase player, float deltaT)
proto native CGame GetGame()