DayZ 1.27
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Tremor.c
См. документацию.
2{
3 private const float TREMOR_DECREMENT_PER_SEC = 0.008;
4
12
13 override bool ActivateCondition(PlayerBase player)
14 {
15 if ( player.GetStatTremor().Get() > player.GetStatTremor().GetMin() )
16 {
17 return true;
18 }
19 else
20 {
21 return false;
22 }
23 }
24
25 override bool DeactivateCondition(PlayerBase player)
26 {
27 if ( player.GetStatTremor().Get() == player.GetStatTremor().GetMin() )
28 {
29 return true;
30 }
31 else
32 {
33 return false;
34 }
35 }
36
37 override void OnTick(PlayerBase player, float deltaT)
38 {
39 player.GetStatTremor().Add( (TREMOR_DECREMENT_PER_SEC*deltaT) );
40
41 //Mirek: SetShakeBodyFactor is removed now, because it worked only on legacy animation system
42 //player.SetShakeBodyFactor(player.GetStatTremor().Get());
43 //_person SetBodyShaking tremor; ASK GAMEPLAY PROGRAMMERS TO EXPOSE THIS ENGINE FUNCTION IN ENSCRIPT
44 //PrintString( "Tremor:" + ToString(tremor) );
45 }
46};
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Определения Effect.c:49
bool m_TrackActivatedTime
overall time this modifier was active
Определения ModifierBase.c:14
float m_TickIntervalActive
Определения ModifierBase.c:18
float m_TickIntervalInactive
Определения ModifierBase.c:17
const int DEFAULT_TICK_TIME_INACTIVE
Определения ModifiersManager.c:29
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE
Определения BreathVapourMdfr.c:4
Определения PlayerBaseClient.c:2
override bool ActivateCondition(PlayerBase player)
Определения Tremor.c:13
override void OnTick(PlayerBase player, float deltaT)
Определения Tremor.c:37
override void Init()
Определения Tremor.c:5
const float TREMOR_DECREMENT_PER_SEC
Определения Tremor.c:3
override bool DeactivateCondition(PlayerBase player)
Определения Tremor.c:25
Определения Tremor.c:2
eModifiers
Определения eModifiers.c:2