gets the actual players load
StaminaCap calculation starts when PlayerLoad exceeds STAMINA_WEIGHT_LIMIT_THRESHOLD
processed on event
processed on event
processed on event
См. определение в файле StaminaHandler.c строка 422
423 {
424 #ifdef DIAG_DEVELOPER
425 if (m_StaminaDisabled)
426 return;
427 #endif
428
430 {
432
433 if (isServerOrSingleplayer)
434 {
437
439 if (
m_PlayerLoad >= CfgGameplayHandler.GetStaminaWeightLimitThreshold())
440 {
441 m_StaminaCap = Math.Max((CfgGameplayHandler.GetStaminaMax() - (((
m_PlayerLoad - CfgGameplayHandler.GetStaminaWeightLimitThreshold())/GameConstants.STAMINA_KG_TO_GRAMS) * CfgGameplayHandler.GetStaminaKgToStaminaPercentPenalty())),CfgGameplayHandler.GetStaminaMinCap());
442 }
443 else
444 {
446 }
447 }
448
449
451
452 switch (
m_State.m_CommandTypeId)
453 {
456 break;
459 break;
462 break;
466 break;
467 default:
469 {
471 }
472 break;
473 }
474
475
477 if (temp < 0)
478 {
480 }
481 else
482 {
484 }
485
488
489 if (isServerOrSingleplayer)
490 {
493
494 if (
m_Time >= GameConstants.STAMINA_SYNC_RATE)
495 {
498 }
499 }
500
501 #ifndef SERVER
503 #endif
504
507
510
511 }
512 }
proto native bool IsMultiplayer()
proto native bool IsServer()
float m_StaminaDepletionMultiplier
void StaminaProcessor_Ladder(HumanMovementState pHumanMovementState)
ref HumanMovementState m_State
void StaminaProcessor_Swimming(HumanMovementState pHumanMovementState)
float m_StaminaRecoveryMultiplier
void CheckStaminaState()
check if the stamina is completely depleted
void StaminaProcessor_Move(HumanMovementState pHumanMovementState)
void SetStamina(float stamina_value)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
Перекрестные ссылки ApplyExhaustion(), CheckStaminaState(), GetGame(), CfgGameplayHandler::GetStaminaKgToStaminaPercentPenalty(), CfgGameplayHandler::GetStaminaMax(), CfgGameplayHandler::GetStaminaMinCap(), CfgGameplayHandler::GetStaminaWeightLimitThreshold(), CGame::IsMultiplayer(), CGame::IsServer(), m_IsInCooldown, m_Player, m_PlayerLoad, m_Stamina, m_StaminaCap, m_StaminaDelta, m_StaminaDepletion, m_StaminaDepletionMultiplier, m_StaminaRecoveryMultiplier, m_StaminaSynced, m_State, m_Time, Math::Max(), Math::Min(), SetStamina(), GameConstants::STAMINA_GAIN_IDLE_PER_SEC, GameConstants::STAMINA_KG_TO_GRAMS, GameConstants::STAMINA_SYNC_RATE, StaminaProcessor_Ladder(), StaminaProcessor_Move() и StaminaProcessor_Swimming().