29 return m_Player.GetStatHeatComfort().Get().ToString();
34 return m_Player.GetStatHeatComfort().Get().ToString();
40 float heat_comfort = player.GetStatHeatComfort().Get();
42 float value_normalized;
47 value_normalized =
Math.
Clamp(value_normalized, 0, 1);
49 player.GetStatWater().Add(-water_loss);
54 value_normalized =
Math.
Clamp(value_normalized, 0, 1);
61 value_normalized =
Math.
Clamp(value_normalized, 0, 1);
63 player.GetStatEnergy().Add(-energy_loss);
68 value_normalized =
Math.
Clamp(value_normalized, 0, 1);
73 if( health_loss != 0 )
75 player.AddHealth(
"",
"",-health_loss);
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 DisableDeactivateCheck()
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE
static float EaseInQuad(float t)
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
override string GetDebugTextSimple()
override void OnTick(PlayerBase player, float deltaT)
override bool ActivateCondition(PlayerBase player)
override bool DeactivateCondition(PlayerBase player)
override string GetDebugText()
override void OnReconnect(PlayerBase player)
static const float ENERGY_LOSS_HC_MINUS_HIGH
static const float WATER_LOSS_HC_PLUS_HIGH
static const float ENERGY_LOSS_THRESHOLD_HC_MINUS_HIGH
static const float ENERGY_LOSS_THRESHOLD_HC_MINUS_LOW
static const float HEALTH_LOSS_HC_MINUS_HIGH
static const float WATER_LOSS_THRESHOLD_HC_PLUS_HIGH
static const float HEALTH_LOSS_HC_MINUS_LOW
static const float HEALTH_LOSS_HC_PLUS_LOW
static const float ENERGY_LOSS_HC_MINUS_LOW
static const float WATER_LOSS_HC_PLUS_LOW
static const float WATER_LOSS_THRESHOLD_HC_PLUS_LOW
static const float HEALTH_LOSS_HC_PLUS_HIGH
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
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,...