1909 {
1911 {
1913 {
1914
1915 EntityAI gloves = GetInventory().FindAttachment(InventorySlots.GLOVES);
1916
1917 if (gloves && gloves.GetHealthLevel() < 4)
1918 {
1919 gloves.AddHealth("","", PlayerConstants.GLOVES_DAMAGE_SLIDING_LADDER_PER_SEC * delta_time);
1920 return;
1921 }
1922
1923 if (Math.RandomFloat01() < PlayerConstants.CHANCE_TO_BLEED_SLIDING_LADDER_PER_SEC * delta_time)
1924 {
1925 if (Math.RandomFloat01() < 0.5)
1926 {
1928 {
1930 }
1931 }
1932 else
1933 {
1935 {
1937 }
1938 }
1939 }
1940
1941 }
1942 }
1943 }
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
BleedingSourcesManagerServer GetBleedingManagerServer()
void SendSoundEvent(EPlayerSoundEventID id)
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerInstanceType GetInstanceType()
DayZPlayerConstants
defined in C++