Dayz 1.25
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Класс ShockDamageMdfr
+ Граф наследования:ShockDamageMdfr:

Закрытые члены

override void Init ()
 
override void OnActivate (PlayerBase player)
 
override void OnReconnect (PlayerBase player)
 
override bool ActivateCondition (PlayerBase player)
 
override bool DeactivateCondition (PlayerBase player)
 
override void OnTick (PlayerBase player, float deltaT)
 

Закрытые данные

const int UNCONSIOUSS_COOLDOWN_TIME = 60
 

Подробное описание

Методы

◆ ActivateCondition()

override bool ActivateCondition ( PlayerBase player)
inlineprivate
23 {
24 if( !player.IsUnconscious() && player.GetHealth("","Blood") <= PlayerConstants.SHOCK_DAMAGE_BLOOD_THRESHOLD_HIGH && GetGame().GetTime() > (player.m_UnconsciousEndTime + UNCONSIOUSS_COOLDOWN_TIME) )
25 {
26 return true;
27 }
28 else
29 {
30 return false;
31 }
32 }
float GetTime()
Definition NotificationSystem.c:35
Definition EntityAI.c:95
Definition PlayerConstants.c:2
static const float SHOCK_DAMAGE_BLOOD_THRESHOLD_HIGH
Definition PlayerConstants.c:147
const int UNCONSIOUSS_COOLDOWN_TIME
Definition ShockDamage.c:3
proto native CGame GetGame()

Перекрестные ссылки GetGame(), GetTime(), PlayerConstants::SHOCK_DAMAGE_BLOOD_THRESHOLD_HIGH и UNCONSIOUSS_COOLDOWN_TIME.

Используется в DeactivateCondition().

◆ DeactivateCondition()

override bool DeactivateCondition ( PlayerBase player)
inlineprivate
35 {
37 }
override bool ActivateCondition(PlayerBase player)
Definition ShockDamage.c:22

Перекрестные ссылки ActivateCondition().

◆ Init()

override void Init ( )
inlineprivate
5 {
7 m_ID = eModifiers.MDF_SHOCK_DAMAGE;
10 }
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
bool m_TrackActivatedTime
Definition ModifierBase.c:15
float m_TickIntervalActive
Definition ModifierBase.c:19
float m_TickIntervalInactive
Definition ModifierBase.c:18
const int DEFAULT_TICK_TIME_INACTIVE
Definition ModifiersManager.c:33
eModifiers
Definition eModifiers.c:2

Перекрестные ссылки DEFAULT_TICK_TIME_INACTIVE, m_ID, m_TickIntervalActive, m_TickIntervalInactive и m_TrackActivatedTime.

◆ OnActivate()

override void OnActivate ( PlayerBase player)
inlineprivate
13 {
14
15 }

◆ OnReconnect()

override void OnReconnect ( PlayerBase player)
inlineprivate
18 {
19
20 }

◆ OnTick()

override void OnTick ( PlayerBase player,
float deltaT )
inlineprivate
41 {
42 float blood = player.GetHealth("","Blood");
44 value = Math.Clamp(value,0,1);
46 float damage = -dmg * deltaT;
47 player.AddHealth("","Shock", damage);
48 //PrintString(damage.ToString());
49 }
Definition EnMath.c:7
static const float SHOCK_DAMAGE_LOW
Definition PlayerConstants.c:151
static const float SHOCK_DAMAGE_BLOOD_THRESHOLD_LOW
Definition PlayerConstants.c:148
static const float SHOCK_DAMAGE_HIGH
Definition PlayerConstants.c:150
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.

Перекрестные ссылки Math::Clamp(), Math::InverseLerp(), Math::Lerp(), PlayerConstants::SHOCK_DAMAGE_BLOOD_THRESHOLD_HIGH, PlayerConstants::SHOCK_DAMAGE_BLOOD_THRESHOLD_LOW, PlayerConstants::SHOCK_DAMAGE_HIGH и PlayerConstants::SHOCK_DAMAGE_LOW.

Поля

◆ UNCONSIOUSS_COOLDOWN_TIME

const int UNCONSIOUSS_COOLDOWN_TIME = 60
private

Используется в ActivateCondition().


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