33 if ( player.GetHealth(
"GlobalHealth",
"Shock") <=
SHOCK_LIMIT )
35 float currenthealth = player.GetHealth(
"GlobalHealth",
"Health");
40 float currentshock = player.GetHealth(
"GlobalHealth",
"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
void DisableDeactivateCheck()
void DisableActivateCheck()
float m_TickIntervalActive
float m_TickIntervalInactive
bool m_IsPersistent
should this modifier track overall time it was active ?
const int DEFAULT_TICK_TIME_INACTIVE
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE
override bool ActivateCondition(PlayerBase player)
const float HEALTH_DECREMENT_PER_SEC
override bool DeactivateCondition(PlayerBase player)
const float SHOCK_DECREMENT_PER_SEC
override void OnActivate(PlayerBase player)
override void OnTick(PlayerBase player, float deltaT)