25 {
26 if( !player.IsUnconscious() && player.GetHealth("","Blood") <= PlayerConstants.SHOCK_DAMAGE_BLOOD_THRESHOLD_HIGH )
27 {
28 float energyNormalized = player.GetStatEnergy().Get() / player.GetStatEnergy().GetMax();
29 float waterNormalized = player.GetStatWater().Get() / player.GetStatEnergy().GetMax();
30 float averageUnconsciousTime = (energyNormalized + waterNormalized) / 2;
31
33 {
34 return true;
35 }
36 }
37
38 return false;
39
40 }
const int UNCONSIOUSS_COOLDOWN_MAX_TIME
const int UNCONSIOUSS_COOLDOWN_MIN_TIME