1721 {
1723 {
1725 {
1726
1727 EntityAI gloves = GetInventory().FindAttachment(InventorySlots.GLOVES);
1728
1729 if (gloves && gloves.GetHealthLevel() < 4)
1730 {
1731 gloves.AddHealth("","", PlayerConstants.GLOVES_DAMAGE_SLIDING_LADDER_PER_SEC * delta_time);
1732 return;
1733 }
1734
1735 if (Math.RandomFloat01() < PlayerConstants.CHANCE_TO_BLEED_SLIDING_LADDER_PER_SEC * delta_time)
1736 {
1737 if (Math.RandomFloat01() < 0.5)
1738 {
1740 {
1742 }
1743 }
1744 else
1745 {
1747 {
1749 }
1750 }
1751 }
1752
1753 }
1754 }
1755 }
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++
proto native CGame GetGame()