24 player.IncreaseDiseaseCount();
29 player.DecreaseDiseaseCount();
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 DisableActivateCheck()
bool m_AnalyticsStatsEnabled
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)
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
override void OnTick(PlayerBase player, float deltaT)
override void OnDeactivate(PlayerBase player)
override bool DeactivateCondition(PlayerBase player)
static const float SALINE_BLOOD_REGEN_PER_SEC
static const float HEMOLYTIC_BLOOD_DRAIN_PER_SEC
static const float HEMOLYTIC_BLOODLOSS_AMOUNT