DayZ 1.28
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◆ DepleteStaminaEx()

void StaminaHandler::DepleteStaminaEx ( EStaminaModifiers modifier,
float dT = -1,
float coef = 1.0 )
inlineprotected

run cooldown right after depletion

См. определение в файле StaminaHandler.c строка 971

972 {
973 #ifdef DIAG_DEVELOPER
974 if (m_StaminaDisabled)
975 return;
976 #endif
977 float val = 0.0;
978 float current_time = m_Player.GetSimulationTimeStamp();
979 float valueProgress;
980 StaminaModifier sm = m_StaminaModifiers.GetModifierData(modifier);
981
982 // select by modifier type and drain stamina
983 switch (sm.GetType())
984 {
985 case m_StaminaModifiers.FIXED:
986 if (dT == -1)
987 {
988 dT = 1;
989 }
990 m_StaminaDepletion += sm.GetMaxValue() * dT * coef;
991
992 break;
993
994 case m_StaminaModifiers.RANDOMIZED:
995 val = Math.RandomFloat(sm.GetMinValue(), sm.GetMaxValue());
996 m_StaminaDepletion += val * coef;
997
998 break;
999
1000 case m_StaminaModifiers.LINEAR:
1001 if (!sm.IsInUse())
1002 {
1003 sm.SetStartTime(current_time + sm.GetStartTimeAdjustment()/dT);
1004 sm.SetRunTimeTick(dT);
1005 sm.SetInUse(true);
1006 }
1007 valueProgress = Math.Clamp((current_time - sm.GetStartTime())/sm.GetDurationAdjusted(), 0, 1 );
1008 val = Math.Lerp(sm.GetMinValue(), sm.GetMaxValue(), valueProgress);
1009 m_StaminaDepletion += val * coef;
1010
1011 break;
1012
1013 case m_StaminaModifiers.EXPONENTIAL:
1014 StaminaModifierExponential smex;
1015 if (!Class.CastTo(smex,sm))
1016 {
1017 ErrorEx("StaminaModifierExponential not found for modifier type: " + sm.GetType());
1018 break;
1019 }
1020
1021 if (!smex.IsInUse())
1022 {
1023 smex.SetStartTime(current_time + smex.GetStartTimeAdjustment()/dT);
1024 smex.SetRunTimeTick(dT);
1025 smex.SetInUse(true);
1026 }
1027 valueProgress = Math.Clamp((current_time - smex.GetStartTime())/smex.GetDurationAdjusted(), 0, 1 );
1028 float exp;
1029 if (Math.AbsFloat(smex.GetBaseValue()) < 1)
1030 {
1031 exp = 1 - Math.Lerp(0, smex.GetExponent(), valueProgress);
1032 val = Math.Pow(smex.GetBaseValue(),exp);
1033 }
1034 else
1035 {
1036 exp = Math.Lerp(Math.Min(0, smex.GetExponent()), Math.Max(0, smex.GetExponent()), valueProgress);
1037 val = Math.Pow(smex.GetBaseValue(),exp) + smex.GetBaseValue() - 1;
1038 }
1039
1040 m_StaminaDepletion += val * smex.GetMultiplier() * coef;
1041
1042 break;
1043 }
1044
1046 SetCooldown(sm.GetCooldown(),modifier);
1047
1049 m_StaminaDepletion = Math.Clamp(m_StaminaDepletion, 0, CfgGameplayHandler.GetStaminaMax());
1050 }
void StaminaModifier(int type, float min, float max, float cooldown, float startTime=0, float duration=0)
Определения StaminaHandler.c:141
float m_StaminaDepletionMultiplier
Определения StaminaHandler.c:268
ref StaminaModifiers m_StaminaModifiers
Определения StaminaHandler.c:289
PlayerBase m_Player
Определения StaminaHandler.c:274
float m_StaminaDepletion
Определения StaminaHandler.c:267
void SetCooldown(float time, int modifier=-1)
set cooldown timer between each consume of stamina
Определения StaminaHandler.c:854
override float GetStartTimeAdjustment()
Определения StaminaHandler.c:188
float GetExponent()
Определения StaminaHandler.c:185
float GetMultiplier()
Определения StaminaHandler.c:186
float GetBaseValue()
Определения StaminaHandler.c:184
override float GetDurationAdjusted()
Определения StaminaHandler.c:190
enum ShapeType ErrorEx

Перекрестные ссылки Math::AbsFloat(), Class::CastTo(), Math::Clamp(), ErrorEx, StaminaModifierExponential::GetBaseValue(), StaminaModifierExponential::GetDurationAdjusted(), StaminaModifierExponential::GetExponent(), StaminaModifierExponential::GetMultiplier(), CfgGameplayHandler::GetStaminaMax(), StaminaModifierExponential::GetStartTimeAdjustment(), Math::Lerp(), m_Player, m_StaminaDepletion, m_StaminaDepletionMultiplier, m_StaminaModifiers, Math::Max(), Math::Min(), Math::Pow(), Math::RandomFloat(), SetCooldown() и StaminaModifier().

Используется в DepleteStamina().