DayZ 1.26
DayZ Explorer by KGB
Загрузка...
Поиск...
Не найдено
Класс HemolyticReactionMdfr
+ Граф наследования:HemolyticReactionMdfr:

Закрытые члены

override void Init ()
 
override bool ActivateCondition (PlayerBase player)
 
override void OnActivate (PlayerBase player)
 
override void OnDeactivate (PlayerBase player)
 
override void OnReconnect (PlayerBase player)
 
override bool DeactivateCondition (PlayerBase player)
 
override void OnTick (PlayerBase player, float deltaT)
 
float CalculateRunTime ()
 

Закрытые данные

float m_RunningTime
 

Подробное описание

Методы

◆ ActivateCondition()

override bool ActivateCondition ( PlayerBase player)
inlineprivate
18 {
19 return false;
20 }

◆ CalculateRunTime()

float CalculateRunTime ( )
inlineprivate
57 {
59 return time;
60 }
Definition EntityAI.c:95
Definition PlayerConstants.c:2
static const float HEMOLYTIC_BLOODLOSS_AMOUNT
Definition PlayerConstants.c:107
static const float SALINE_BLOOD_REGEN_PER_SEC
Definition PlayerConstants.c:102

Перекрестные ссылки PlayerConstants::HEMOLYTIC_BLOODLOSS_AMOUNT и PlayerConstants::SALINE_BLOOD_REGEN_PER_SEC.

Используется в Init().

◆ DeactivateCondition()

override bool DeactivateCondition ( PlayerBase player)
inlineprivate
38 {
40
42 {
43 return true;
44 }
45 else
46 {
47 return false;
48 }
49 }
float GetAttachedTime()
Definition ModifierBase.c:150
float m_RunningTime
Definition HemolyticReaction.c:3

Перекрестные ссылки GetAttachedTime() и m_RunningTime.

◆ Init()

override void Init ( )
inlineprivate
6 {
9 m_ID = eModifiers.MDF_HEMOLYTIC_REACTION;
12 m_IsPersistent = true;
14
16 }
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
bool m_TrackActivatedTime
overall time this modifier was active
Definition ModifierBase.c:14
void DisableActivateCheck()
Definition ModifierBase.c:81
bool m_AnalyticsStatsEnabled
Definition ModifierBase.c:31
float m_TickIntervalActive
Definition ModifierBase.c:18
float m_TickIntervalInactive
Definition ModifierBase.c:17
bool m_IsPersistent
should this modifier track overall time it was active ?
Definition ModifierBase.c:15
const int DEFAULT_TICK_TIME_INACTIVE
Definition ModifiersManager.c:29
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE
float CalculateRunTime()
Definition HemolyticReaction.c:56
eModifiers
Definition eModifiers.c:2

Перекрестные ссылки CalculateRunTime(), DEFAULT_TICK_TIME_ACTIVE, DEFAULT_TICK_TIME_INACTIVE, DisableActivateCheck(), m_AnalyticsStatsEnabled, m_ID, m_IsPersistent, m_RunningTime, m_TickIntervalActive, m_TickIntervalInactive и m_TrackActivatedTime.

◆ OnActivate()

override void OnActivate ( PlayerBase player)
inlineprivate
23 {
24 player.IncreaseDiseaseCount();
25 }

◆ OnDeactivate()

override void OnDeactivate ( PlayerBase player)
inlineprivate
28 {
29 player.DecreaseDiseaseCount();
30 }

◆ OnReconnect()

override void OnReconnect ( PlayerBase player)
inlineprivate
33 {
35 }
void OnActivate()
Definition Trap_LandMine.c:67

Перекрестные ссылки OnActivate().

◆ OnTick()

override void OnTick ( PlayerBase player,
float deltaT )
inlineprivate
52 {
54 }
static const float HEMOLYTIC_BLOOD_DRAIN_PER_SEC
Definition PlayerConstants.c:106

Перекрестные ссылки PlayerConstants::HEMOLYTIC_BLOOD_DRAIN_PER_SEC.

Поля

◆ m_RunningTime

float m_RunningTime
private

Используется в DeactivateCondition() и Init().


Объявления и описания членов класса находятся в файле: